自己封装一个Log模块

Unity自己有log系统,为什么要自己封装一个
1.不好用,只能在pc上记录log文件,移动平台是没有的
2.在开发时期的log,不想在正式版里面出现。没有一个统一的开关来控制是不是要显示log,要显示什么类型的log

那么怎么做?
我的思路是:Unity里面的所有的log,都会被 Application.logMessageReceived 捕获
只要添加一个回调来把这些log信息记录下来保存就好了
Application.logMessageReceived += ProcessExceptionReport;

代码1:log等级枚举,被用来控制是否显示log,显示哪些类型的log

namespace ShiHuanJue.Debuger
{
    /// <summary>
    /// log等级
    /// </summary>
    public enum LogLevel
    {
        None = 0,
        Debug = 1,
        Error = 2,
        Warning = 4,
        Exception = 8,
        All = LogLevel.Debug | LogLevel.Error | LogLevel.Warning | LogLevel.Exception
    }
}

代码2:把log记录到文本里

using UnityEngine;
using System.Collections;
using System.IO;
using System;
using System.Text;
 
namespace ShiHuanJue.Debuger
{
    public class LogWriter
    {
        private string m_logPath = Application.persistentDataPath + "/log/";
        private string m_logFileName = "log_{0}.txt";
        private string m_logFilePath = string.Empty;
 
        public LogWriter()
        {
            if (!Directory.Exists(m_logPath))
            {
                Directory.CreateDirectory(m_logPath);
            }
            this.m_logFilePath = this.m_logPath + string.Format(this.m_logFileName, DateTime.Today.ToString("yyyyMMdd"));
        }
 
        public void ExcuteWrite(string content)
        {
            using (StreamWriter writer = new StreamWriter(m_logFilePath, true, Encoding.UTF8))
            {
                writer.WriteLine(content);
            }
        }
    }
}

代码3:log帮助类

using UnityEngine;
using System;
 
namespace ShiHuanJue.Debuger
{
    public class LogHelper 
    {
        static public LogLevel m_logLevel = LogLevel.All;
        static LogWriter m_logWriter = new LogWriter();
 
        static LogHelper()
        {
            Application.logMessageReceived += ProcessExceptionReport;
        }
 
        private static void ProcessExceptionReport(string message, string stackTrace, LogType type)
        {
            LogLevel dEBUG = LogLevel.Debug;
            switch (type)
            {
                case LogType.Error:
                    dEBUG = LogLevel.Error;
                    break;
                case LogType.Assert:
                    dEBUG = LogLevel.Debug;
                    break;
                case LogType.Warning:
                    dEBUG = LogLevel.Warning;
                    break;
                case LogType.Log:
                    dEBUG = LogLevel.Debug;
                    break;
                case LogType.Exception:
                    dEBUG = LogLevel.Exception;
                    break;
            }
 
            if (dEBUG == (m_logLevel & dEBUG))
            {
                Log(string.Concat(new object[] { " [", dEBUG, "]: ", message, '\n', stackTrace }));
            }
        }
 
 
        /// <summary>
        /// 加上时间戳
        /// </summary>
        /// <param name="message"></param>
        private static void Log(string message)
        {
            string msg = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss,fff") + message;
            m_logWriter.ExcuteWrite(msg);
        }
 
        static public void Log(object message)
        {
            Log(message, null);
        }
        static public void Log(object message, UnityEngine.Object context)
        {
            if (LogLevel.Debug == (m_logLevel & LogLevel.Debug))
            {
                Debug.Log(message, context);
            }
        }
        static public void LogError(object message)
        {
            LogError(message, null);
        }
        static public void LogError(object message, UnityEngine.Object context)
        {
            if (LogLevel.Error == (m_logLevel & LogLevel.Error))
            {
                Debug.LogError(message, context);
            }
        }
        static public void LogWarning(object message)
        {
            LogWarning(message, null);
        }
        static public void LogWarning(object message, UnityEngine.Object context)
        {
            if (LogLevel.Warning == (m_logLevel & LogLevel.Warning))
            {
                Debug.LogWarning(message, context);
            }
        }
    }
}

游戏上线之前把LogHelper.m_logLevel = LogLevel.None;Log就不显示了。
LogHelper.m_logLevel = LogLevel.Error;是显示Error。
LogHelper.m_logLevel = LogLevel.Debug | LogLevel.Error;同时显示Debug和Error。

log文件是保存在 private string m_logPath = Application.persistentDataPath + “/log/”;在手机上就是沙盒路径。
log文件是以天为单位,同一天的log会被记录到一个文件里面。

 

怎么用呢?

using UnityEngine;
using ShiHuanJue.Debuger;
 
public class Test : MonoBehaviour
{
    void Start()
    {
        LogHelper.m_logLevel = LogLevel.All;
        LogHelper.Log("debug");
        LogHelper.LogError("error");
        LogHelper.LogWarning("warning");
 
        GameObject go =  GameObject.Find("fsdfsd");
        GameObject.Instantiate(go);
    }
}

这里测试了几种典型的情况,包括找不到go,实例化的时候系统报的异常
有图有真相~!

查看一下log文件

最后我封装了一个dll,直接放到工程下头就可以用了。
大家也可以在这里下载:链接: http://pan.baidu.com/s/1qWFtQOG 密码: erpx
代码都在上面,你们也可以去生成。

 

posted @ 2016-05-13 11:33  Joe师傅  阅读(589)  评论(0编辑  收藏  举报