在做基於開發安卓項目時候遇到比較糾結的問題就是無法調試和打印dug.log和print不知道哪裏執行了哪裏報錯了。給大家一個小工具可以直接在手機真機上輸出信息,知道哪裏出現問題。
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
public class logdata
{
public string output = "";
public string stack = "";
public static logdata Init(string o,string s)
{
logdata log = new logdata();
log.output = o;
log.stack = s;
return log;
}
public void Show(/*bool showstack*/)
{
GUILayout.Label(output);
//if (showstack)
GUILayout.Label(stack);
}
}
/// <summary>
/// 手機調試腳本
/// 本腳本掛在一個空對象或轉換場景時不刪除的對象即可
/// 錯誤和異常輸出日記路徑 Application.persistentDataPath
/// </summary>
public class ShowDebugInPhone : MonoBehaviour
{
List<logdata> logDatas = new List<logdata>();//log鏈表
List<logdata> errorDatas = new List<logdata>();//錯誤和異常鏈表
List<logdata> warningDatas = new List<logdata>();//警告鏈表
static List<string> mWriteTxt = new List<string>();
Vector2 uiLog;
Vector2 uiError;
Vector2 uiWarning;
bool open = false;
bool showLog = false;
bool showError = false;
bool showWarning = false;
private string outpath;
void Start()
{
//Application.persistentDataPath Unity中只有這個路徑是既可以讀也可以寫的。
//Debug.Log(Application.persistentDataPath);
outpath = Application.persistentDataPath + "/outLog.txt";
//每次啓動客戶端刪除之前保存的Log
if (System.IO.File.Exists(outpath))
{
File.Delete(outpath);
}
//轉換場景不刪除
Application.DontDestroyOnLoad(gameObject);
}
void OnEnable()
{
//註冊log監聽
Application.RegisterLogCallback(HangleLog);
}
void OnDisable()
{
// Remove callback when object goes out of scope
//當對象超出範圍,刪除回調。
Application.RegisterLogCallback(null);
}
void HangleLog(string logString, string stackTrace, LogType type)
{
switch (type)
{
case LogType.Log:
logDatas.Add(logdata.Init(logString, stackTrace));
break;
case LogType.Error:
case LogType.Exception:
errorDatas.Add(logdata.Init(logString, stackTrace));
mWriteTxt.Add(logString);
mWriteTxt.Add(stackTrace);
break;
case LogType.Warning:
warningDatas.Add(logdata.Init(logString, stackTrace));
break;
}
}
void Update()
{
//因爲寫入文件的操作必須在主線程中完成,所以在Update中才給你寫入文件。
if (errorDatas.Count > 0)
{
string[] temp = mWriteTxt.ToArray();
foreach (string t in temp)
{
using (StreamWriter writer = new StreamWriter(outpath, true, Encoding.UTF8))
{
writer.WriteLine(t);
}
mWriteTxt.Remove(t);
}
}
}
void OnGUI()
{
GUILayout.BeginHorizontal();
if (GUILayout.Button(">>Open", GUILayout.Height(150), GUILayout.Width(150)))
open = !open;
if (open)
{
if (GUILayout.Button("清理", GUILayout.Height(150), GUILayout.Width(150)))
{
logDatas = new List<logdata>();
errorDatas = new List<logdata>();
warningDatas = new List<logdata>();
}
if (GUILayout.Button("顯示log日誌:" + showLog, GUILayout.Height(150), GUILayout.Width(200)))
{
showLog = !showLog;
if (open == true)
open = !open;
}
if (GUILayout.Button("顯示error日誌:" + showError, GUILayout.Height(150), GUILayout.Width(200)))
{
showError = !showError;
if (open == true)
open = !open;
}
if (GUILayout.Button("顯示warning日誌:" + showWarning, GUILayout.Height(150), GUILayout.Width(200)))
{
showWarning = !showWarning;
if (open == true)
open = !open;
}
}
GUILayout.EndHorizontal();
if (showLog)
{
GUI.color = Color.white;
uiLog = GUILayout.BeginScrollView(uiLog);
foreach (var va in logDatas)
{
va.Show();
}
GUILayout.EndScrollView();
}
if (showError)
{
GUI.color = Color.red;
uiError = GUILayout.BeginScrollView(uiError);
foreach (var va in errorDatas)
{
va.Show();
}
GUILayout.EndScrollView();
}
if (showWarning)
{
GUI.color = Color.yellow;
uiWarning = GUILayout.BeginScrollView(uiWarning);
foreach (var va in warningDatas)
{
va.Show();
}
GUILayout.EndScrollView();
}
}
}
用法:把上面的代碼複製一下,把它掛到遊戲場景中的任意一個物體即可,發佈apk就可以進行查看信息
這樣就可以輸出你的錯誤信息和你的調試信息。非常方便的工具可以提高開發效率