Unity 自定义日志保存
标签:oca width tar aik 资料 only 异常 read 编辑
前言
之前unity5.x在代码中写了debug.log..等等,打包之后在当前程序文件夹下会有个对应的"outlog.txt",2017之后这个文件被移到C盘用户Appdata/LocalLow/公司名 文件夹下面。觉得不方便就自己写了个
代码
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using System.Diagnostics;
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using Debug = UnityEngine.Debug;
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private FileStream fileStream;
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private StreamWriter streamWriter;
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private bool isEditorCreate = false;//是否在编辑器中也产生日志文件
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private int showFrames = 1000; //打印所有
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private static readonly object obj = new object();
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private static DebugTrace m_instance;
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public static DebugTrace Instance
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m_instance = new DebugTrace();
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if (Debug.unityLogger.logEnabled)
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if (Application.isEditor)
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//在编辑器中设置isEditorCreate==true时候产生日志
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//不在编辑器中 是否产生日志由 Debug.unityLogger.logEnabled 控制
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private void Application_logMessageReceivedThreaded(string logString, string stackTrace, LogType type)
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// Debug.Log(stackTrace); //打包后staackTrace为空 所以要自己实现
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if (type != LogType.Warning)
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// StackTrace stack = new StackTrace(1,true); //跳过第二?(1)帧
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StackTrace stack = new StackTrace(true); //捕获所有帧
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string stackStr = string.Empty;
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int frameCount = stack.FrameCount; //帧数
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if (this.showFrames > frameCount) this.showFrames = frameCount; //如果帧数大于总帧速 设置一下
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for (int i = stack.FrameCount - this.showFrames; i
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StackFrame sf = stack.GetFrame(i); //获取当前帧信息
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// 1:第一种 ps:GetFileLineNumber 在发布打包后获取不到
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stackStr += "at [" + sf.GetMethod().DeclaringType.FullName +
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"." + sf.GetMethod().Name +
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".Line:" + sf.GetFileLineNumber() + "]\n ";
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//或者直接调用tostring 显示数据过多 且打包后有些数据获取不到
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// stackStr += sf.ToString();
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//或者 stackStr = stack.ToString();
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string content = string.Format("time: {0} logType: {1} logString: {2} \nstackTrace: {3} {4} ",
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DateTime.Now.ToString("HH:mm:ss"), type, logString, stackStr, "\r\n");
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streamWriter.WriteLine(content);
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private void CreateOutlog()
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if (!Directory.Exists(Application.dataPath + "/../" + "OutLog"))
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Directory.CreateDirectory(Application.dataPath + "/../" + "OutLog");
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string path = Application.dataPath + "/../OutLog" + "/" + DateTime.Now.ToString("yyyyMMddHHmmss") + "_log.txt";
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fileStream = new FileStream(path, FileMode.OpenOrCreate, FileAccess.ReadWrite);
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streamWriter = new StreamWriter(fileStream);
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Application.logMessageReceivedThreaded += Application_logMessageReceivedThreaded;
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Application.logMessageReceivedThreaded -= Application_logMessageReceivedThreaded;
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/// 是否显示所有堆栈帧 默认只显示当前帧 如果设为0 则显示所有帧
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public void SetLogOptions(bool logEnable, int showFrams = 1, LogType filterLogType = LogType.Log, bool editorCreate = false)
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Debug.unityLogger.logEnabled = logEnable;
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Debug.unityLogger.filterLogType = filterLogType;
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isEditorCreate = editorCreate;
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this.showFrames = showFrams == 0 ? 1000 : showFrams;
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关于 filterLogType
filterLogType默认设置是Log,会显示所有类型的Log。
Warning:会显示Warning,Assert,Error,Exception
Assert:会显示Assert,Error,Exception
Error:显示Error和Exception
Exception:只会显示Exception
使用
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public class Test : MonoBehaviour
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private BoxCollider boxCollider;
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DebugTrace.Instance.SetLogOptions(true, 2, editorCreate: true); //设置日志打开 显示2帧 并且编辑器下产生日志
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DebugTrace.Instance.StartTrace();
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Debug.LogError("LogError");
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Debug.LogAssertion("LogAssertion");
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boxCollider.enabled = false; //报错 发布后捕捉不到帧
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private void OnApplicationQuit()
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DebugTrace.Instance.CloseTrace();
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如果在编辑器中也设置产生日志,日志文件在当前项目路径下,打包后在exe同级目录下
在打包发布后某些数据会获取不到 例如行号
StackFrame参考
最后看下效果:
不足
发布版本 出现异常捕捉不到 行号获取不到
debug版本可以勾选DevelopMend build 捕捉到更多信息
参考资料:
植物大战僵尸破解版: http://www.pvzbaike.com/archives/pvz_pojie/
Unity 自定义日志保存
标签:oca width tar aik 资料 only 异常 read 编辑
原文地址:https://www.cnblogs.com/geniushuai/p/14408737.html
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