在做基于开发安卓项目时候遇到比较纠结的问题就是无法调试和打印dug.log和print不知道哪里执行了哪里报错了。给大家一个小工具可以直接在手机真机上输出信息,知道哪里出现问题。
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> 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中只有这个路径是既可以读也可以写的。
//Debug.Log(Application.persistentDataPath);
outpath = Application.persistentDataPath + "/outLog.txt";
//每次启动客户端删除之前保存的Log
if (System.IO.File.Exists(outpath))
{
File.Delete(outpath);
}
//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));
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 (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("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();
}
}
}
用法:把上面的代码复制一下,把它挂到游戏场景中的任意一个物体即可,发布apk就可以进行查看信息
这样就可以输出你的错误信息和你的调试信息。非常方便的工具可以提高开发效率