using System;
using UnityEngine;
using UnityEngine.UI;
public class LoggerMono : MonoBehaviour
{
public Text logText;
private string m_txt;
private float m_timeNote;
private float m_timeNote2;
public float m_duration = 2f;
void Awake()
{
Application.logMessageReceived += OnLogCallBack;
m_timeNote = Time.time;
string logName = DateTime.Now.Month+"月"+ DateTime.Now.Day+ "日-" + DateTime.Now .Hour + "时" + DateTime.Now.Minute+ "分";
// 这里才是重点,要将Debug输出写入到本地文件的关键。
LoggerWriter.instance.InitWriter(logName);
}
private void OnLogCallBack( string condition , string stackTrace , LogType type )
{
string logStr = string.Empty;
switch (type)
{
case LogType.Log:
{
logStr = string.Format("{0}:{1}\n" , type , condition);
}
break;
case LogType.Assert:
case LogType.Warning:
case LogType.Exception:
case LogType.Error:
{
if (string.IsNullOrEmpty(stackTrace))
{
// 发布到对应平台后,调用堆栈获取不到。使用 Environment.StackTrace 获取调用堆栈
logStr = string.Format("{0}:{1}\n{2}" , type , condition , Environment.S