Unity 自定义日志保存

  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:

  using UnityEngine;

  using System.IO;

  using System;

  using System.Diagnostics;

  using Debug = UnityEngine.Debug;

  public class DebugTrace

  {

  private FileStream fileStream;

  private StreamWriter streamWriter;

  private bool isEditorCreate = false;//是否在编辑器中也产生日志文件

  private int showFrames = 1000; //打印所有

  #region instance

  private static readonly object obj = new object();

  private static DebugTrace m_instance;

  public static DebugTrace Instance

  {

  get

  {

  if (m_instance == null)

  {

  lock (obj)

  {

  if (m_instance == null)

  m_instance = new DebugTrace();

  }

  }

  return m_instance;

  }

  }

  #endregion

  private DebugTrace()

  {

  }

  ///

  /// 开启跟踪日志信息

  ///

  public void StartTrace()

  {

  if (Debug.unityLogger.logEnabled)

  {

  if (Application.isEditor)

  {

  //在编辑器中设置isEditorCreate==true时候产生日志

  if (isEditorCreate)

  {

  CreateOutlog();

  }

  }

  //不在编辑器中 是否产生日志由 Debug.unityLogger.logEnabled 控制

  else

  {

  CreateOutlog();

  }

  }

  }

  private void Application_logMessageReceivedThreaded(string logString, string stackTrace, LogType type)

  {

  // Debug.Log(stackTrace); //打包后staackTrace为空 所以要自己实现

  if (type != LogType.Warning)

  {

  // StackTrace stack = new StackTrace(1,true); //跳过第二?(1)帧

  StackTrace stack = new StackTrace(true); //捕获所有帧

  string stackStr = string.Empty;

  int frameCount = stack.FrameCount; //帧数

  if (this.showFrames > frameCount) this.showFrames = frameCount; //如果帧数大于总帧速 设置一下

  //如果堆栈帧数大于2 就获取最后两帧 反之全部输出

  for (int i = stack.FrameCount - this.showFrames; i < stack.FrameCount; i++)

  {

  StackFrame sf = stack.GetFrame(i); //堆栈爸爸

  // 1:第一种 ps:GetFileLineNumber 在发布打包后获取不到

  stackStr += "at [" + sf.GetMethod().DeclaringType.FullName +

  "." + sf.GetMethod().Name +

  ".Line:" + sf.GetFileLineNumber() + "] ";

  //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

  // stackStr += sf.ToString();

  }

  //或者 stackStr = stack.ToString();

  string content = string.Format("time: {0} logType: {1} logString: {2} stackTrace: {3} {4} ",

  DateTime.Now.ToString("HH:mm:ss"), type, logString, stackStr, " ");

  streamWriter.WriteLine(content);

  streamWriter.Flush();

  }

  }

  private void CreateOutlog()

  {

  if (!Directory.Exists(Application.dataPath + "/../" + "OutLog"))

  Directory.CreateDirectory(Application.dataPath + "/../" + "OutLog");

  string path = Application.dataPath + "/../OutLog" + "/" + DateTime.Now.ToString("yyyyMMddHHmmss") + "_log.txt";

  fileStream = new FileStream(path, FileMode.OpenOrCreate, FileAccess.ReadWrite);

  streamWriter = new StreamWriter(fileStream);

  Application.logMessageReceivedThreaded += Application_logMessageReceivedThreaded;

  }

  ///

  /// 关闭跟踪日志信息

  ///

  public void CloseTrace()

  {

  Application.logMessageReceivedThreaded -= Application_logMessageReceivedThreaded;

  streamWriter.Dispose();

  streamWriter.Close();

  fileStream.Dispose();

  fileStream.Close();

  }

  ///

  /// 设置选项

  ///

  ///是否记录日志

  ///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

  ///过滤 默认log级别以上

  ///是否在编辑器中产生日志记录 默认不需要

  public void SetLogOptions(bool logEnable, int showFrams = 1, LogType filterLogType = LogType.Log, bool editorCreate = false)

  {

  Debug.unityLogger.logEnabled = logEnable;

  Debug.unityLogger.filterLogType = filterLogType;

  isEditorCreate = editorCreate;

  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:

  using UnityEngine;

  public class Test : MonoBehaviour

  {

  private BoxCollider boxCollider;

  void Start()

  {

  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

  DebugTrace.Instance.StartTrace();

  Debug.Log("log");

  Debug.Log("log", this);

  Debug.LogError("LogError");

  Debug.LogAssertion("LogAssertion");

  boxCollider.enabled = false; //报错 发布后捕捉不到帧

  }

  private void OnApplicationQuit()

  {

  DebugTrace.Instance.CloseTrace();

  }

  }

  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 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

原文地址:https://www.cnblogs.com/sushine1/p/12973158.html