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最近做項目的時候發現,需要有一個完整的log機制。這樣不僅方便調試而且方便觀察。
一、需求
目前我認為一個完善的log機制應該是這樣的。
一、雙擊定位
二、生命週期是全域的
三、輸出包括consloe 和 log 日誌,並且這些log的列印是可配置的。
四、未完待續,如果你有更好的想法,請留言。
二、代碼實現
不廢話,直接上代碼
using UnityEngine;using System;using System.Text;using System.IO;using System.Collections;namespace LogUtil { public class LogManager : MonoBehaviour { //public static string LogPath = Application.persistentDataPath + "/"; //public static string LogFilePath = string.Format("{0}{1}", LogPath, "info"); //public static int infoCount = 0; //public static string LogWaringFilePath = string.Format("{0}{1}", LogPath, "waring"); //public static int waringCount = 0; //public static string LogErrorFilePath = string.Format("{0}{1}", LogPath, "error"); //public static int errorCount = 0; //public static string LogExceptionFilePath = string.Format("{0}{1}", LogPath, "exception"); //public static int exceptionCount = 0; static LogManager _instance = null; //建立第一個執行個體或引用任何靜態成員之前,將自動調用靜態建構函式 static LogManager() { GameObject tmp = new GameObject("LogManager"); DontDestroyOnLoad(tmp); _instance = tmp.AddComponent<LogManager>(); //Debug.Log("LogManager"); }//配置是否產生Log日誌 public static bool IsRegister = true;//配置是否控制台列印 public static bool IsLog = true; void Awake() { //register callback if (IsRegister) Application.RegisterLogCallbackThreaded(OutPutLog); } public static void Log(object message) { if (IsLog) Debug.Log(message); } public static void LogError(object message) { if (IsLog) Debug.LogError(message); } public static void LogWarning(object message) { if (IsLog) Debug.LogWarning(message); } public static void LogException(Exception message) { if (IsLog) Debug.LogException(message); } public static void LogException(string message) { if (IsLog) Debug.LogException(new Exception(message)); } FileStream logStream = new FileStream(string.Format("{0}.log", LogFilePath), FileMode.Create); FileStream warningStream = new FileStream(string.Format("{0}.log", LogWaringFilePath), FileMode.Create); FileStream errorStream = new FileStream(string.Format("{0}.log", LogErrorFilePath), FileMode.Create); FileStream exceptionStream = new FileStream(string.Format("{0}.log", LogExceptionFilePath), FileMode.Create); public void OutPutLog(string condition, string stackTrace, LogType type) { string curTime = DateTime.Now.ToString(); string hint = string.Format("{0} [{1}] {2}\n{3}\n", curTime, type.ToString(), condition, stackTrace); byte[] buffer = Encoding.UTF8.GetBytes(hint); switch (type) { case LogType.Error: if (errorStream != null) { errorStream.Write(buffer, 0, buffer.Length); if (errorStream.Length > 1024 * 1024) { errorStream.Close(); File.Move(string.Format("{0}.log", LogErrorFilePath), string.Format("{0}_{1}.log", LogErrorFilePath, waringCount++)); errorStream = new FileStream(string.Format("{0}.log", LogErrorFilePath), FileMode.Create); } } break; case LogType.Exception: if (exceptionStream != null) { exceptionStream.Write(buffer, 0, buffer.Length); if (exceptionStream.Length > 1024 * 1024) { exceptionStream.Close(); File.Move(string.Format("{0}.log", LogExceptionFilePath), string.Format("{0}_{1}.log", LogExceptionFilePath, waringCount++)); exceptionStream = new FileStream(string.Format("{0}.log", LogExceptionFilePath), FileMode.Create); } } break; case LogType.Log: if (logStream != null) { logStream.Write(buffer, 0, buffer.Length); if (logStream.Length > 1024 * 1024) { logStream.Close(); File.Move(string.Format("{0}.log", LogFilePath), string.Format("{0}_{1}.log", LogFilePath, infoCount++)); logStream = new FileStream(string.Format("{0}.log", LogFilePath), FileMode.Create); } } break; case LogType.Warning: if (warningStream != null) { warningStream.Write(buffer, 0, buffer.Length); if (warningStream.Length > 1024 * 1024) { warningStream.Close(); File.Move(string.Format("{0}.log", LogWaringFilePath), string.Format("{0}_{1}.log", LogWaringFilePath, waringCount++)); warningStream = new FileStream(string.Format("{0}.log", LogWaringFilePath), FileMode.Create); } } break; default: break; } } }} 三、完善
上述的代碼基本實現了2,3的需求功能,但是1的雙擊定位問題卻帶來了。
我們可以封裝成一個dll,然後就解決了這個問題。
參考連結如下 注意引用UnityEngine這個連結即可
http://www.cnblogs.com/errorx/archive/2011/03/29/1999170.html
http://game.ceeger.com/Manual/UsingDLL.html
file:///C:/Unity3D/Editor/Data/Documentation/html/en/Manual/UsingDLL.html
我把那個類庫建在自己的工程目錄下,按F6 產生dll
放入自己的工程就可以了。原來的cs檔案記得刪除喲!
四、資料
我把dll與源碼共用出來,如果有更好的修改方式,你也可以完善。
http://yunpan.cn/Q7dukcFjA3tAv 訪問密碼 ed22
Unity3D Log 收集機制