unity手遊開發--開發安卓專案除錯列印日誌工具
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
public class logdata
{
public string output = "";
public string stack = "";
public static logdata Init(string o, string s)
{
logdata log = new logdata();
log.output = o;
log.stack = s;
return log;
}
public void Show(/*bool showstack*/)
{
GUILayout.Label(output);
//if (showstack)
GUILayout.Label(stack);
}
}
/// <summary>
/// 手機除錯指令碼
/// 本指令碼掛在一個空物件或轉換場景時不刪除的物件即可
/// 錯誤和異常輸出日記路徑 Application.persistentDataPath
/// </summary>
public class DeBug_Test : MonoBehaviour
{
List<logdata> logDatas = new List<logdata>();//log連結串列
List<logdata> errorDatas = new List<logdata>();//錯誤和異常連結串列
List<logdata> warningDatas = new List<logdata>();//警告連結串列
static List<string> mWriteTxt = new List<string>();
Vector2 uiLog;
Vector2 uiError;
Vector2 uiWarning;
bool open = false;
bool showLog = false;
bool showError = false;
bool showWarning = false;
private string outpath;
void Start()
{
//Application.persistentDataPath Unity中只有這個路徑是既可以讀也可以寫的。
//Debug.Log(Application.persistentDataPath);
outpath = Application.persistentDataPath + "/outLog.txt";
//每次啟動客戶端刪除之前儲存的Log
if (System.IO.File.Exists(outpath))
{
File.Delete(outpath);
}
//轉換場景不刪除
Object.DontDestroyOnLoad(gameObject); /* Application.DontDestroyOnLoad(gameObject);*/
}
void OnEnable()
{
//註冊log監聽
#pragma warning disable CS0618 // 型別或成員已過時
Application.RegisterLogCallback(handler: HangleLog);
#pragma warning restore CS0618 // 型別或成員已過時
Application.logMessageReceived += HangleLog;
}
void OnDisable()
{
// Remove callback when object goes out of scope
//當物件超出範圍,刪除回撥。
#pragma warning disable CS0618 // 型別或成員已過時
Application.RegisterLogCallback(null);
#pragma warning restore CS0618 // 型別或成員已過時
Application.logMessageReceived -= HangleLog;
}
void HangleLog(string logString, string stackTrace, LogType type)
{
switch (type)
{
case LogType.Log:
logDatas.Add(logdata.Init(logString, stackTrace));
break;
case LogType.Error:
case LogType.Exception:
errorDatas.Add(logdata.Init(logString, stackTrace));
mWriteTxt.Add(logString);
mWriteTxt.Add(stackTrace);
break;
case LogType.Warning:
warningDatas.Add(logdata.Init(logString, stackTrace));
break;
}
}
void Update()
{
//因為寫入檔案的操作必須在主執行緒中完成,所以在Update中才給你寫入檔案。
if (errorDatas.Count > 0)
{
string[] temp = mWriteTxt.ToArray();
foreach (string t in temp)
{
using (StreamWriter writer = new StreamWriter(outpath, true, Encoding.UTF8))
{
writer.WriteLine(t);
}
mWriteTxt.Remove(t);
}
}
}
void OnGUI()
{
GUILayout.BeginHorizontal();
if (GUILayout.Button(">>Open", GUILayout.Height(150), GUILayout.Width(150)))
open = !open;
if (open)
{
if (GUILayout.Button("清理", GUILayout.Height(150), GUILayout.Width(150)))
{
logDatas = new List<logdata>();
errorDatas = new List<logdata>();
warningDatas = new List<logdata>();
}
if (GUILayout.Button("顯示log日誌:" + showLog, GUILayout.Height(150), GUILayout.Width(200)))
{
showLog = !showLog;
if (open == true)
open = !open;
}
if (GUILayout.Button("顯示error日誌:" + showError, GUILayout.Height(150), GUILayout.Width(200)))
{
showError = !showError;
if (open == true)
open = !open;
}
if (GUILayout.Button("顯示warning日誌:" + showWarning, GUILayout.Height(150), GUILayout.Width(200)))
{
showWarning = !showWarning;
if (open == true)
open = !open;
}
}
GUILayout.EndHorizontal();
if (showLog)
{
GUI.color = Color.white;
uiLog = GUILayout.BeginScrollView(uiLog);
foreach (var va in logDatas)
{
va.Show();
}
GUILayout.EndScrollView();
}
if (showError)
{
GUI.color = Color.red;
uiError = GUILayout.BeginScrollView(uiError);
foreach (var va in errorDatas)
{
va.Show();
}
GUILayout.EndScrollView();
}
if (showWarning)
{
GUI.color = Color.yellow;
uiWarning = GUILayout.BeginScrollView(uiWarning);
foreach (var va in warningDatas)
{
va.Show();
}
GUILayout.EndScrollView();
}
}
}