1、LOG处理
将所有LOG信息写入到文件,并设置部分LOG显示到屏幕上,总结成以下脚本,将其挂载在摄像机上即可。
using UnityEngine; using System.Collections; using System.Collections.Generic; using System.IO; using System.Text; public class LogHandler : MonoBehaviour { //是否打开日志所在文件夹,默认不打开 public bool openLogDir = false; //最多显示多少条日志到屏幕 public int showLogSize = 3; //设置过滤显示到屏幕的关键字,多个关键字用 | 隔开 public string filterString = ""; //日志存储路径 private string logSavePath; //存储显示到屏幕上的日志 private List<string> logList; void Start () { logList = new List<string>(); logSavePath = Application.persistentDataPath + "/log"; if(openLogDir) { Application.OpenURL (Application.persistentDataPath); } //将本次日志与上次启动时的日志分离开 using(StreamWriter writer = new StreamWriter(logSavePath, true, Encoding.UTF8)) { writer.WriteLine("\n\n----------------------------- 日志分隔线 -----------------------------"); writer.WriteLine("----------------------------- "+ System.DateTime.Now +" -----------------------------"); } //注册日志处理函数 Application.logMessageReceived += HandleLog; } void HandleLog(string logString, string stackTrace, LogType type) { //将所有日志写入到日志文件 using(StreamWriter writer = new StreamWriter(logSavePath, true, Encoding.UTF8)) { writer.WriteLine(logString + "\n\t\t" + type + ": " + stackTrace.Replace("\n","\n\t\t")); } //设置过滤条件,将指定类型、包含某些字符串的日志保存到屏幕日志窗器中 bool show = false; //置过滤条件:指定类型 if (type == LogType.Error || type == LogType.Exception || type == LogType.Warning) { show = true; } //置过滤条件:包含指定关键字,多个关键字用 | 隔开 foreach (string str in filterString.Split('|')) { if(logString.Contains(str)) { show = true; break; } } if(show) { logList.Add (logString); if (logList.Count > showLogSize) { logList.RemoveAt(0); } } } void OnGUI() { GUI.color = Color.red; for (int i = 0; i < logList.Count; ++i) { GUILayout.Label(logList[i]); } } }