unity引入log4net日志框架,保存日志文件到目录

这是找到的最简单的方法,在unity中引入log4net,网上好多方法都很复杂,试了多个均失败,只有这个简单,测试成功。

所有步骤均如文中,并没有在设置窗口中进行其它设置,或者挂载到什么游戏对象之类。

下载

需要引入log4net.dll类库(注意版本) 把它放到Unity Project视图下,最好是建一个“Plugins”文件夹用来存放,在脚本中引用该类库。

设置log4net.config文件

<?xml version="1.0" encoding="utf-8" ?>
<configuration>
  <log4net>
    <logger name="log" additivity="false">    
      <level value="ALL" />
      <appender-ref ref="UnityLog" />
    </logger> 
    <appender name="UnityLog" type="log4net.Appender.RollingFileAppender">
      <!--保存到文件-->     
      <file type="log4net.Util.PatternString" value="%property{ApplicationLogPath}\\log.log" />
      <appendToFile value="true" />   
      <maxSizeRollBackups value="10" />
      <maximumFileSize value="1024KB" />     
      <rollingStyle value="Size" />
      <datePattern value="yyyy-MM-dd".log"" />
      <staticLogFileName value="false" />
      <lockingModel type="log4net.Appender.FileAppender+MinimalLock"/>
      <layout type="log4net.Layout.PatternLayout">
        <conversionPattern value="【%d [%t] %p %r】-%m%n"/>
      </layout>
    </appender>
  </log4net>
</configuration>

  

把log4net.config文件放到工程中

此处放在StreamingAssets文件夹

Assets/log4net.config也放一份

 

 

编写脚本UnityMessageLog.cs

这个脚本并没有往任何物体上挂载,也没有继承其它类

 

using log4net;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;

public static class UnityMessageLog
{
    static UnityMessageLog()
    {
        //log4net.config的路径
        string sPath = Application.streamingAssetsPath + "/log4net.config";
        //设置 Properties(log4net.config文件中用到的日志输出路径) 中 ApplicationLogPath 为 Application.streamingAssetsPath路径
        GlobalContext.Properties["ApplicationLogPath"] = Path.Combine(Application.streamingAssetsPath, "log");
        log4net.Config.XmlConfigurator.Configure(new FileInfo(sPath));
    }
    public static ILog GetLogger(string name = "log")
    {
        return LogManager.GetLogger(name);
    }
    /// <summary>
    /// 记录日志,info
    /// </summary>
    /// <param name="message"></param>
    /// <param name="ex"></param>
    public static void Info(string message, Exception ex = null)
    {
        GetLogger().Info(message, ex);
    }
    /// <summary>
    /// 记录日志,Debug
    /// </summary>
    /// <param name="message"></param>
    /// <param name="ex"></param>
    public static void Debug(string message, Exception ex = null)
    {
        ILog pLog = GetLogger();
        pLog.Debug(message, ex);
    }
    /// <summary>
    /// 记录日志,Debug
    /// </summary>
    /// <param name="ex"></param>
    public static void Debug(Exception ex)
    {
        GetLogger().Debug(ex.Message, ex);
    }
    /// <summary>
    /// 记录日志,Error
    /// </summary>
    /// <param name="message"></param>
    /// <param name="ex"></param>
    public static void Error(string message, Exception ex = null)
    {
        GetLogger().Error(message, ex);
    }
    /// <summary>
    /// 记录日志,Error
    /// </summary>
    /// <param name="ex"></param>
    public static void Error(Exception ex)
    {
        GetLogger().Error(ex.Message, ex);
    }
    /// <summary>
    /// 记录日志,Fatal
    /// </summary>
    /// <param name="ex"></param>
    public static void Fatal(Exception ex)
    {
        GetLogger().Fatal(ex.Message, ex);
    }
}

调用

    private void Start()
    {
        UnityMessageLog.Debug("this is Debug!");
        UnityMessageLog.Error("this is Error!");
        UnityMessageLog.Info("this is Info11");
    }

查看结果

 

posted @ 2023-07-25 17:12  牛大胆V5  阅读(1077)  评论(0)    收藏  举报