Unity3D-安卓-debug输出到文件
发表于2018-09-03
本篇和大家分享下在安卓开发中debug输出到文件的实现,一起来看下吧。
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> /// 手机调试脚本 /// 本脚本挂在一个空对象或转换场景时不删除的对象即可 /// 错误和异常输出日记路径 Application.persistentDataPath /// </summary> public class ShowDebugInPhone : MonoBehaviour { List<logdata> logDatas = new List<logdata>();//log链表 List<logdata> errorDatas = new List<logdata>();//错误和异常链表 List<logdata> warningDatas = new List<logdata>();//警告链表 static List<string> mWriteLogTxt = new List<string>(); static List<string> mWriteErrorTxt = new List<string>(); static List<string> mWriteWarningTxt = new List<string>(); Vector2 uiLog; Vector2 uiError; Vector2 uiWarning; bool open = false; bool showLog = false; bool showError = false; bool showWarning = false; private string outpathLog; private string outpathError; private string outpathWarning; void Start() { //Application.persistentDataPath Unity中只有这个路径是既可以读也可以写的。 //Debug.Log(Application.persistentDataPath); #if UNITY_EDITOR outpathLog = Application.dataPath + "/StreamingAssets" + "/outLog.txt"; outpathError = Application.dataPath + "/StreamingAssets" + "/outLogError.txt"; outpathWarning = Application.dataPath + "/StreamingAssets" + "/outLogWarining.txt"; #elif UNITY_IPHONE outpathLog = Application.dataPath +"/Raw"+"/outLog.txt"; outpathError = Application.dataPath +"/Raw"+"/outLogError.txt"; outpathWarning = Application.dataPath +"/Raw"+"/outLogWarining.txt"; #elif UNITY_ANDROID outpathLog = Application.persistentDataPath + "/outLog.txt"; outpathError = Application.persistentDataPath + "/outLogError.txt"; outpathWarning = Application.persistentDataPath + "/outLogWarining.txt"; #endif //每次启动客户端删除之前保存的Log if (System.IO.File.Exists(outpathLog)) { File.Delete(outpathLog); } if (System.IO.File.Exists(outpathError)) { File.Delete(outpathError); } if (System.IO.File.Exists(outpathWarning)) { File.Delete(outpathWarning); } //转换场景不删除 Application.DontDestroyOnLoad(gameObject); } void OnEnable() { //注册log监听 Application.RegisterLogCallback(HangleLog); } void OnDisable() { // Remove callback when object goes out of scope //当对象超出范围,删除回调。 Application.RegisterLogCallback(null); } void HangleLog(string logString, string stackTrace, LogType type) { switch (type) { case LogType.Log: logDatas.Add(logdata.Init(logString, stackTrace)); mWriteLogTxt.Add(logString); mWriteLogTxt.Add(stackTrace); break; case LogType.Error: case LogType.Exception: errorDatas.Add(logdata.Init(logString, stackTrace)); mWriteErrorTxt.Add(logString); mWriteErrorTxt.Add(stackTrace); break; case LogType.Warning: warningDatas.Add(logdata.Init(logString, stackTrace)); mWriteWarningTxt.Add(logString); mWriteWarningTxt.Add(stackTrace); break; } } void Update() { //因为写入文件的操作必须在主线程中完成,所以在Update中才给你写入文件。 if (logDatas.Count > 0) { string[] temp = mWriteLogTxt.ToArray(); foreach (string t in temp) { using (StreamWriter writer = new StreamWriter(outpathLog, true, Encoding.UTF8)) { writer.WriteLine(t); } mWriteLogTxt.Remove(t); } } if (errorDatas.Count > 0) { string[] temp = mWriteErrorTxt.ToArray(); foreach (string t in temp) { using (StreamWriter writer = new StreamWriter(outpathError, true, Encoding.UTF8)) { writer.WriteLine(t); } mWriteErrorTxt.Remove(t); } } if (warningDatas.Count > 0) { string[] temp = mWriteWarningTxt.ToArray(); foreach (string t in temp) { using (StreamWriter writer = new StreamWriter(outpathWarning, true, Encoding.UTF8)) { writer.WriteLine(t); } mWriteWarningTxt.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("显示log日志:" + showLog, GUILayout.Height(150), GUILayout.Width(200))) { showLog = !showLog; if (open == true) open = !open; } if (GUILayout.Button("显示error日志:" + showError, GUILayout.Height(150), GUILayout.Width(200))) { showError = !showError; if (open == true) open = !open; } if (GUILayout.Button("显示warning日志:" + 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(); } } }
来自:https://blog.csdn.net/u013108312/article/details/74961946