前言
在开发Unity的时候,经常需要Debug.Log()来输出Log.但在开发过程中,采用这种方式来输出日志会有很多痛点,主要体现在以下方面:
在游戏发布正式包的时候 产生的Log不能关闭. 一定要逐个注释或取消才行
统一管理Log显示级别
对于问题1, 可以采用将Debug.Log() 包一层的方法. 并自定义显示级别来过滤.
日志显示级别定义
public enum Loglevels
{
/// <summary>
/// All message will be logged.
/// </summary>
All,
/// <summary>
/// Only Informations and above will be logged.
/// </summary>
Information,
/// <summary>
/// Only Warnings and above will be logged.
/// </summary>
Warning,
/// <summary>
/// Only Errors and above will be logged.
/// </summary>
Error,
/// <summary>
/// Only Exceptions will be logged.
/// </summary>
Exception,
/// <summary>
/// No logging will be occur.
/// </summary>
None
}
日志显示接口
public interface ILogger
{
/// <summary>
/// The minimum severity to log
/// </summary>
Loglevels Level { get; set; }
string FormatVerbose { get; set; }
string FormatInfo { get; set; }
string FormatWarn { get; set; }
string FormatErr { get; set; }
string FormatEx { get; set; }
void V(string tag , string verb);
void I(string tag, string info);
void W(string tag, string warn);
void E(string tag, string err);
void E(string tag, string msg, Exception ex);
}
默认实现
public class DefaultLogger : ILogger
{
public Loglevels Level { get; set; }
public string FormatVerbose { get; set; }
public string FormatInfo { get; set; }
public string FormatWarn { get; set; }
public string FormatErr { get; set; }
public string FormatEx { get; set; }
public DefaultLogger()
{
FormatVerbose = "V [{0}]: {1}";
FormatInfo = "I [{0}]: {1}";
FormatWarn = "W [{0}]: {1}";
FormatErr = "Err [{0}]: {1}";
FormatEx = "Ex [{0}]: {1} - Message: {2} StackTrace: {3}";
Level = UnityEngine.Debug.isDebugBuild ? Loglevels.Warning : Loglevels.Error;
}
public void V(string division, string verb)
{
if (Level <= Loglevels.All)
{
try
{
UnityEngine.Debug.Log(string.Format(FormatVerbose, division, verb));
}
catch
{ }
}
}
public void I(string division, string info)
{
if (Level <= Loglevels.Information)
{
try
{
UnityEngine.Debug.Log(string.Format(FormatInfo, division, info));
}
catch
{ }
}
}
public void W(string division, string warn)
{
if (Level <= Loglevels.Warning)
{
try
{
UnityEngine.Debug.LogWarning(string.Format(FormatWarn, division, warn));
}
catch
{ }
}
}
public void E(string division, string err)
{
if (Level <= Loglevels.Error)
{
try
{
UnityEngine.Debug.LogError(string.Format(FormatErr, division, err));
}
catch
{ }
}
}
public void E(string division, string msg, Exception ex)
{
if (Level <= Loglevels.Exception)
{
try
{
string exceptionMessage = string.Empty;
if (ex == null)
exceptionMessage = "null";
else
{
StringBuilder sb = new StringBuilder();
Exception exception = ex;
int counter = 1;
while (exception != null)
{
sb.AppendFormat("{0}: {1} {2}", counter++.ToString(), ex.Message, ex.StackTrace);
exception = exception.InnerException;
if (exception != null)
sb.AppendLine();
}
exceptionMessage = sb.ToString();
}
UnityEngine.Debug.LogError(string.Format(FormatEx,
division,
msg,
exceptionMessage,
ex != null ? ex.StackTrace : "null"));
}
catch
{ }
}
}
}
*** 使用 ***
void Start()
{
logger = new DefaultLogger();
logger.Level = Loglevels.All;
logger.I("Tag", "Test Info");
logger.W("Tag", "Test Warning");
logger.E("Tag", "Test Error");
}
编译成dll
在终端中输入以下代码 可以将.cs文件编译为.dll , 最后是需要打包编译的.cs文件的完整路径,用空格分开
执行完毕后,会在平级路径下生成一个dll文件 这时把.cs文件删除即可
mcs -r:/Applications/Unity/Unity.app/Contents/Managed/UnityEngine.dll -target:library /Users/mopel/UnityWorkZone/UITheme/Assets/PinLogger/DefaultLogger.cs /Users/mopel/UnityWorkZone/UITheme/Assets/PinLogger/ILogger.cs -sdk:2