手机调试小工具,可在屏幕上方显示debug信息,将代码挂在一个任何物体上即可
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
public class Logger : MonoBehaviour
{
static List<string> mLines = new List<string>();
static List<string> mWriteTxt = new List<string>();
private string outpath;
void Awake()
{
DontDestroyOnLoad(this);
//Application.persistentDataPath Unity中只有这个路径是既可以读也可以写的。
var filename = System.DateTime.Now.ToString("yyyyMMddHHmmss") + ".txt";
//var filename = "log.txt";
outpath = Path.Combine(Application.persistentDataPath, filename);
//每次启动客户端删除之前保存的Log
if (File.Exists(outpath))
{
File.Delete(outpath);
}
File.Create(outpath);
//在这里做一个Log的监听
//Application.RegisterLogCallback(HandleLog);
Application.logMessageReceived += HandleLog;
}
void Start()
{
Debug.Log(outpath);
}
void OnApplicationQuit()
{
Debug.Log("Quit");
}
void Update()
{
//因为写入文件的操作必须在主线程中完成,所以在Update中给你写入文件。
if (mWriteTxt.Count > 0)
{
string[] temp = mWriteTxt.ToArray();
using (StreamWriter writer = new StreamWriter(outpath, true, Encoding.UTF8))
{
foreach (string t in temp)
{
writer.WriteLine(t);
}
mWriteTxt.Clear();
writer.Close();
}
}
}
void HandleLog(string logString, string stackTrace, LogType type)
{
mWriteTxt.Add(logString);
mWriteTxt.Add(stackTrace);
if (type == LogType.Log)
{
Log(logString);
//Log(stackTrace);
}
}
//这里我把错误的信息保存起来,用来输出在手机屏幕上
static public void Log(params object[] objs)
{
string text = "";
for (int i = 0; i < objs.Length; ++i)
{
if (i == 0)
{
text += objs[i].ToString();
}
else
{
text += ", " + objs[i].ToString();
}
}
if (Application.isPlaying)
{
if (mLines.Count > 20)
{
mLines.RemoveAt(0);
}
mLines.Add(text);
}
}
void OnGUI()
{
GUI.color = Color.red;
GUIStyle bb = new GUIStyle();
bb.normal.background = null; //这是设置背景填充的
bb.normal.textColor = new Color(1, 0, 0); //设置字体颜色的
bb.fontSize = 26; //当然,这是字体颜色
for (int i = 0, imax = mLines.Count; i < imax; ++i)
{
GUILayout.Label(mLines[i],bb);
}
}
void OnDestory()
{
Application.logMessageReceived -= HandleLog;
}
}