内容目录
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
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using UnityEngine; using System.Collections; using System.Collections.Generic; using System.IO; using System.Text; public class ErrorDisplay : MonoBehaviour { static List<string> mLines = new List<string>(); static List<string> mWriteTxt = new List<string>(); 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。 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); } //在这里做一个Log的监听 //转载的原文中是用Application.RegisterLogCallback(HandleLog);但是这个方法在unity5.0版本已经废弃不用了 Application.logMessageReceived += HandleLog; //一个输出 Debug.Log("chenj_freedom~~~~~"); } void Update() { //因为写入文件的操作必须在主线程中完成,所以在Update中哦给你写入文件。 if (mWriteTxt.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 HandleLog(string logString, string stackTrace, LogType type) { mWriteTxt.Add(logString); if (type == LogType.Error || type == LogType.Exception) { 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; for (int i = 0, imax = mLines.Count; i < imax; ++i) { GUILayout.Label(mLines[i]); } } }
生成的log文件在什么位置?
当项目编译的时候,Player Settings中的Write Acess选择“Internal Only”,那么log文件在data/data/包名/Files/outLog.txt(需要root权限);如果Write Acess选择“External (SDCard)”,那么log文件在SDCard/Android/包名/Files/outLog.txt,推荐后者。