在使用Unity引擎開發遊戲的過程中,我們能將想要看到的內容通過Debug類來輸出到Console窗口中,極大的方便了程序的調試過程。但是,我們將遊戲發佈成對應的平臺應用程序後,這些輸出還能不能看到呢?如可才能看到這些輸出呢?這裏我就介紹一種能夠將Unity引擎的Debug類的輸出寫入到本地硬件的方法。
這裏只介紹Windows平臺與Android平臺。
Windows平臺:
默認情況下,打包應用到Windows平臺,運行程序後,我們能夠在“xxoo_Data”文件夾下看到“output_log.txt”文件,這個文件就是用來記錄我們代碼中調用的Debug類的輸出。
其他情況,其實““output_log.txt”文件是可以通過Unity引擎設置屏蔽的。Unity設置項中的“ Use Player Log”項就是控制是否將Debug類的輸出寫入到本地硬件(PC硬盤)的開關,默認選中。
設置方法“Editor -> Project Settings -> Player -> 選擇平臺(Windows) -> Resolution and Presentation -> Use Player Log”。當然,爲了提高程序的運行效率,在發佈程序正式版時,建議關閉這個開關。
Android平臺:
默認情況下,打包應用到Android後我們就看不到輸出了。怎樣才能在本地設備看到輸出呢?
首先,設置發佈配置“Editor -> Project Settings -> Player -> 選擇平臺(Android) -> Other Settings -> Write Access”。將“Write Access”設置成“External(SDCard)”。爲了提高程序運行效率,發佈到正式版時,最好不要選擇此項。
接下來我就不贅述了,直接看代碼:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using System;
/// <summary>
/// Debug測試。
/// 將Debug寫入到本地硬件
/// 這裏使用的是Unity5.3.3版本
/// </summary>
public class LoggerMono : MonoBehaviour
{
public Text logText;
public string logName = "123";
private string m_txt;
private float m_timeNote;
private float m_timeNote2;
public float m_duration = 2f;
void Awake()
{
Application.logMessageReceived += OnLogCallBack;
m_timeNote = Time.time;
/// 這裏纔是重點,要將Debug輸出寫入到本地文件的關鍵。
LoggerWriter.instance.InitWriter(logName);
}
private void OnLogCallBack(string condition, string stackTrace, LogType type)
{
string logStr = string.Empty;
switch (type)
{
case LogType.Log:
{
logStr = string.Format("{0}:{1}\n", type, condition);
}
break;
case LogType.Assert:
case LogType.Warning:
case LogType.Exception:
case LogType.Error:
{
if (string.IsNullOrEmpty(stackTrace))
{
/// 發佈到對應平臺後,調用堆棧獲取不到。使用 Environment.StackTrace 獲取調用堆棧
logStr = string.Format("{0}:{1}\n{2}", type, condition, Environment.StackTrace);
}
else
{
logStr = string.Format("{0}:{1}\n{2}", type, condition, stackTrace);
}
}
break;
}
logStr += "\n";
m_txt += logStr;
}
void Update()
{
if (logText != null)
{
logText.text = m_txt;
}
if (Time.time - m_timeNote >= m_duration)
{
m_timeNote = Time.time;
Debug.Log(DateTime.Now.ToString("yyyy-MM-dd hh:mm:ss"));
}
if (Time.time - m_timeNote2 >= 2.1f * m_duration)
{
m_timeNote2 = Time.time;
Debug.LogError(DateTime.Now.ToString("yyyy-MM-dd hh:mm:ss"));
}
}
}
using UnityEngine;
using System.Collections;
using System;
using System.IO;
using System.IO.Compression;
/// <summary>
/// Debug輸出寫入本地硬件方法
/// </summary>
public class LoggerWriter
{
/// <summary>
/// 初始化文件寫入的入口
/// </summary>
/// <param name="logName"></param>
public void InitWriter(string logName)
{
GetLogPath(logName);
CreateLogFile();
}
/// <summary>
/// 設置及獲取對應發佈平臺的日記存放路徑
/// </summary>
/// <param name="logName"></param>
private void GetLogPath(string logName)
{
switch (Application.platform)
{
case RuntimePlatform.Android:
{
//m_logPath = "mnt/sdcard/123.txt";
//m_logPath = string.Format("{0}/123.txt", Application.persistentDataPath);
m_logPath = string.Format("mnt/sdcard/{0}.txt", logName);
}
break;
case RuntimePlatform.IPhonePlayer:
{
m_logPath = string.Format("{0}/{1}.txt", Application.persistentDataPath, logName);
}
break;
case RuntimePlatform.WindowsPlayer:
{
m_logPath = string.Format("{0}/../{1}.txt", Application.dataPath, logName);
}
break;
case RuntimePlatform.WindowsEditor:
{
//m_logPath = string.Format("{0}/123.txt", Application.dataPath);
m_logPath = string.Format("{0}/../{1}.txt", Application.dataPath, logName);
}
break;
case RuntimePlatform.OSXEditor:
{
}
break;
}
}
/// <summary>
/// 根據路徑創建日記文件,並註冊文件寫入的函數。
/// </summary>
private void CreateLogFile()
{
if (File.Exists(m_logPath))
{
File.Delete(m_logPath);
}
try
{
FileStream fs = File.Create(m_logPath);
fs.Close();
if (File.Exists(m_logPath))
{
Debug.Log(string.Format("Create file = {0}", m_logPath));
}
/// 註冊事件,當Debug調用時,就會調用:
Application.logMessageReceived += OnLogCallBack;
OutputSystemInfo();
}
catch (System.Exception ex)
{
Debug.LogError(string.Format("can't Create file = {0},\n{1}", m_logPath, ex));
}
}
/// <summary>
/// 日記文件寫入的函數
/// </summary>
/// <param name="condition"></param>
/// <param name="stackTrace"></param>
/// <param name="type"></param>
private void OnLogCallBack(string condition, string stackTrace, LogType type)
{
if (File.Exists(m_logPath))
{
var filestream = File.Open(m_logPath, FileMode.Append);
using (StreamWriter sw = new StreamWriter(filestream))
//using (StreamWriter sw = File.AppendText(m_logPath))
{
string logStr = string.Empty;
switch (type)
{
case LogType.Log:
{
logStr = string.Format("{0}:{1}\n", type, condition);
}
break;
case LogType.Assert:
case LogType.Warning:
case LogType.Exception:
case LogType.Error:
{
if (string.IsNullOrEmpty(stackTrace))
{
/// 發佈到對應平臺後,調用堆棧獲取不到。使用 Environment.StackTrace 獲取調用堆棧
logStr = string.Format("{0}:{1}\n{2}\n", type, condition, Environment.StackTrace);
}
else
{
logStr = string.Format("{0}:{1}\n{2}", type, condition, stackTrace);
}
}
break;
}
sw.WriteLine(logStr);
}
filestream.Close();
}
else
{
Debug.LogError(string.Format("not Exists File = {0} !", m_logPath));
}
}
/// <summary>
/// 輸出系統/硬件等一些信息
/// </summary>
private void OutputSystemInfo()
{
string str2 = string.Format("logger Start, time: {0}, version: {1}.", DateTime.Now.ToString(), Application.unityVersion);
string systemInfo = SystemInfo.operatingSystem + " "
+ SystemInfo.processorType + " " + SystemInfo.processorCount + " "
+ "memorySize:" + SystemInfo.systemMemorySize + " "
+ "Graphics: " + SystemInfo.graphicsDeviceName + " vendor: " + SystemInfo.graphicsDeviceVendor
+ " memorySize: " + SystemInfo.graphicsMemorySize + " " + SystemInfo.graphicsDeviceVersion;
Debug.Log(string.Format("{0}\n{1}", str2, systemInfo));
}
public static LoggerWriter instance
{
get
{
if (s_instance == null)
{
s_instance = new LoggerWriter();
}
return s_instance;
}
}
public string logPath
{
get { return m_logPath; }
}
private static LoggerWriter s_instance;
private string m_logPath;
}