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 = 1; //是现实最后1帧

#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()
{

}



/// <summary>
/// 开启跟踪日志信息
/// </summary>
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() + "]\n ";

//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} \nstackTrace: {3} {4} ",
DateTime.Now.ToString("HH:mm:ss"), type, logString, stackStr, "\r\n");
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;
}

/// <summary>
/// 关闭跟踪日志信息
/// </summary>
public void CloseTrace()
{
Application.logMessageReceivedThreaded -= Application_logMessageReceivedThreaded;
streamWriter.Dispose();
streamWriter.Close();
fileStream.Dispose();
fileStream.Close(http://www.amjmh.com/v/BIBRGZ_558768/);
}
/// <summary>
/// 设置选项
/// </summary>
/// <param name="logEnable">是否记录日志</param>
/// <param name="showFrams">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</param>
/// <param name="filterLogType">过滤 默认log级别以上</param>
/// <param name="editorCreate">是否在编辑器中产生日志记录 默认不需要</param>
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;
}

}

posted @ 2019-10-12 13:37  水至清明  阅读(845)  评论(0编辑  收藏  举报