using System;
using System.Diagnostics;
using System.IO;
using System.Text;
using UnityEngine;
using Debug = UnityEngine.Debug;
public class Write : MonoBehaviour
{
private static FileStream FileWriter;
private static UTF8Encoding encoding;
private static Write _consoleLog;
private static bool _AllDisplay;
private static bool _LogDisplay;
private static bool _WarningDisplay;
private static bool _LogData;
private static bool IsIDE;
private FileInfo fileInfo;
private string NowTime;
private static DateTime mstartTime;
private static TimeSpan ts1;
private static string txtpath;
public static Write console //开启单例
{
get
{
if (_consoleLog == null)
_consoleLog = new Write();
return _consoleLog;
}
}
/// <summary>
/// 开始写入日志,参数一:是否写入Warning类型数据,默认不写入,参数二:是否写入Debug.Log类型数据,默认不写入,参数三:是否写入全部数据,默认不写入,参数四:是否将Log方法信息输出到控制台,默认输出
/// </summary>
/// <param name="WarningDisplay"></param>
public void LogStart(bool WarningDisplay = false, bool LogDisplay = false, bool AllDisplay = false,
bool LogData = true)
{
if ((FileWriter == null))
{
IsIDE = Application.isEditor; //获取当前场景运行环境
_WarningDisplay = WarningDisplay;
_LogDisplay = LogDisplay;
_AllDisplay = AllDisplay;
_LogData = LogData;
if (IsIDE == false) //判断当前场景运行环境,如果是Editor中则不执行
{
string logpath = Application.dataPath + "/StreamingAssets/" + "Log";
//每次启动的时候 都要删除之前保存的日志,重新新建文件夹保存日志
if (Directory.Exists(logpath))
{
DirectoryInfo file1 = new DirectoryInfo(logpath);
deleteDirs(file1);
file1 = null;
}
Directory.CreateDirectory(Application.dataPath + "/StreamingAssets");
Directory.CreateDirectory(Application.dataPath + "/StreamingAssets/" + "Log");
NowTime = DateTime.Now.ToString().Replace(" ", "_").Replace("/", "_").Replace(":", "_");
fileInfo = new FileInfo(Application.dataPath + "/StreamingAssets/Log/" + NowTime + "_Log.txt");
txtpath = Application.dataPath + "/StreamingAssets/Log/" + NowTime + "_Log.txt";
//设置Log文件输出地址
FileWriter = fileInfo.Open(FileMode.OpenOrCreate, FileAccess.ReadWrite, FileShare.Read);
encoding = new UTF8Encoding();
mstartTime= DateTime.Now;
Application.logMessageReceived += LogCallback;
}
}
}
void deleteDirs(DirectoryInfo dirs)
{
if (dirs == null || (!dirs.Exists))
{
return;
}
DirectoryInfo[] subDir = dirs.GetDirectories();
if (subDir != null)
{
for (int i = 0; i < subDir.Length; i++)
{
if (subDir[i] != null)
{
deleteDirs(subDir[i]);
}
}
subDir = null;
}
FileInfo[] files = dirs.GetFiles();
if (files != null)
{
for (int i = 0; i < files.Length; i++)
{
if (files[i] != null)
{
Debug.Log("删除文件:" + files[i].FullName + "__over");
files[i].Delete();
files[i] = null;
}
}
files = null;
}
Debug.Log("删除文件夹:" + dirs.FullName + "__over");
dirs.Delete();
}
/// <summary>
/// 替代Debug.log写入Log信息
/// </summary>
/// <param name="_log"></param>
/// <param name="con"></param>
public static void Log(object _log)
{
if ((_LogDisplay == false) && (_AllDisplay == false))
{
if (_LogData)
Debug.Log(_log);
if (IsIDE == false)
{
try
{
var mendTime = DateTime.Now;
ts1 = mendTime - mstartTime;
if (int.Parse(ts1.Minutes.ToString()) > 720) {
//12小时后点击,会自动清除logo日志,720分钟 12小时
StreamWriter write = new StreamWriter(txtpath);
write.Write("");
write.Close();
}
var trace = new StackTrace(); //获取调用类信息
var ClassName = trace.GetFrame(1).GetMethod().DeclaringType.Name;
var WayName = trace.GetFrame(1).GetMethod().Name;
var log = DateTime.Now + " " + "[" + ClassName + "." + WayName + "]" + " " + ":" + " " + _log +
Environment.NewLine;
FileWriter.Write(encoding.GetBytes(log), 0, encoding.GetByteCount(log));
}
catch (Exception)
{
Debug.Log("请检测是否调用了Console.LogStart方法,或者关闭控制台Log写入与所有数据写入项");
}
}
}
else
{
Debug.Log("请检测是否调用了Console.LogStart方法,或者关闭控制台Log写入与所有数据写入项");
}
}
private void LogCallback(string condition, string stackTrace, LogType type) //写入控制台数据
{
string content = null;
if (_AllDisplay == false)
{
if (type.ToString() == "Warning")
if (_WarningDisplay == false)
{
condition = "";
stackTrace = "";
content = "";
}
else
{
content = DateTime.Now + " " + "[" + type + "]" + "[" + stackTrace + "]" + " " + ":" + " " +
condition +
Environment.NewLine;
}
if (type.ToString() == "Log")
if (_LogDisplay == false)
{
condition = "";
stackTrace = "";
content = "";
}
else
{
content = DateTime.Now + " " + "[" + type + "]" + "[" + stackTrace + "]" + " " + ":" + " " +
condition +
Environment.NewLine;
}
if (type.ToString() == "Exception")
content = DateTime.Now + " " + "[" + type + "]" + "[" + stackTrace + "]" + " " + ":" + " " + condition +
Environment.NewLine;
}
else
{
content = DateTime.Now + " " + "[" + type + "]" + "[" + stackTrace + "]" + " " + ":" + " " + condition +
Environment.NewLine;
}
FileWriter.Write(encoding.GetBytes(content), 0, encoding.GetByteCount(content));
FileWriter.Flush();
}
private void OnDestroy() //关闭写入
{
if ((FileWriter != null) && (IsIDE == false))
{
FileWriter.Close();
Application.RegisterLogCallback(null);
}
}
}
//使用的时候,将write.cs 挂载到Gameobject上面 ,start函数里面开启日志就可以
void start(){
//开启Log日志
Write.console.LogStart(true, false , false , true);
}
//打日志 Write.Log("" );
转载修改 GitHub:https://github.com/baishuisr1/Unity-Save-the-log