在使用Unity中的Debug.Log()进行日志输出时很不方便,在打包出来的可执行文件中没有办法看到输出,所有就想自己实现一个简易的日志输出功能,可以输出到日志文件,因为能力实在是不够,所以有错误和不合理的地方,还请各位老师指点一下,谢谢啦

1.日志记录器接口

public interface ILogger
{
 void Log(string condition, string stackTrace, UnityEngine.LogType type);
}

2.日志文件记录器

using System;
using UnityEngine;
using System.IO;
 
public class FileLogger : ILogger
{
 private readonly string path;
 
 /// <summary>
 /// 构造方法
 /// </summary>
 /// <param name="isClear">是否清空原有的日志</param>
 public FileLogger(bool isClear = false)
 {
  switch (Application.platform)
  {
   case RuntimePlatform.Android:
    path = Path.Combine( Application.persistentDataPath,"log.txt");
    break;
   case RuntimePlatform.WindowsPlayer:
    path = Path.Combine(Application.dataPath, "log.txt");
    break;
   case RuntimePlatform.WindowsEditor:
    path = Path.Combine(Application.dataPath, "log.txt");
    break;
   case RuntimePlatform.IPhonePlayer:
    path = Path.Combine(Application.persistentDataPath, "log.txt");
    break;
   case RuntimePlatform.OSXEditor:
    break;
   default:
    break;
  }
 
  if (isClear)
  {
   if (File.Exists(path))
   {
    File.Delete(path);
   }
  }
 }
 
 public void Log(string condition, string stackTrace, LogType type)
 {
  using (StreamWriter sw = new StreamWriter(path, true, System.Text.Encoding.UTF8))
  {
   string msg = string.Format("[{0}] {1}: {2}n{3}", GetNowTime(), type, condition, stackTrace);
   sw.WriteLine(msg);
  }
 }
 
 
 #region Tool Method
 private string GetNowTime()
 {
  return DateTime.Now.ToString("yyyy/MM/dd HH:mm:ss");
 }
 #endregion
}

3.日志系统管理类 

using System;
using UnityEngine;
 
public class LogSys
{
 private static ILogger logger;
 public static ILogger Logger
 {
  get { return logger; }
 }
 
 public bool IsOpen
 {
  get { return Debug.unityLogger.logEnabled; }
 }
 
 private LogSys() { }
 
 /// <summary>
 /// 初始化
 /// </summary>
 /// <param name="_logger">日志输出器</param>
 /// <param name="isOpen">是否开启日志输出</param>
 public static void Init(ILogger _logger, bool isOpen = true)
 {
  Init(isOpen);
  logger = _logger;
  Enable();
 }
 
 public static void Init(bool isOpen = true)
 {
  Debug.unityLogger.logEnabled = isOpen;
 }
 
 /// <summary>
 /// 过滤器
 /// </summary>
 /// <param name="logType">需要显示的日志类型</param>
 public static void Filter(LogType logType = LogType.Log)
 {
  Debug.unityLogger.filterLogType = logType;
 }
 
 public static void Enable()
 {
  if (logger != null)
  {
   Application.logMessageReceived += logger.Log;
  }
 }
 
 public static void Disable()
 {
  if (logger != null)
  {
   Application.logMessageReceived -= logger.Log;
  }
 
 }
}

4.测试 

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.UI;
 
public class Test : MonoBehaviour
{
 public Text logText;
 
 void Awake()
 {
  LogSys.Init(new FileLogger());
 }
 
 void Update()
 {
  if (Input.GetKeyDown(KeyCode.Q))
  {
   Debug.Log("My name is Blinkedu.");
  }
 
  if (Input.GetKeyDown(KeyCode.W))
  {
   Debug.LogWarning("My name is Blinkedu.");
  }
 
  if (Input.GetKeyDown(KeyCode.E))
  {
   Debug.LogError("My name is Blinkedu.");
  }
 }
 
 private void OnDestroy()
 {
  LogSys.Disable();
 }
}

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持悠悠之家。

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