打印log 保存log
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using UnityEngine; using System.Collections; using System.IO; using System; using System.Text; namespace SC.Debuger { /// <summary> /// log等级 /// </summary> public enum LogLevel { None = 0, Debug = 1, Error = 2, Warning = 4, Exception = 8, All = LogLevel.Debug | LogLevel.Error | LogLevel.Warning | LogLevel.Exception } } namespace SC.Debuger { public class LogWriter { // private string m_logPath = Application.persistentDataPath + "/log/"; private string m_logPath = Environment.CurrentDirectory + "/log/"; private string m_logFileName = "log_{0}.txt"; private string m_logFilePath = string.Empty; public LogWriter() { if (!Directory.Exists(m_logPath)) { Directory.CreateDirectory(m_logPath); } this.m_logFilePath = this.m_logPath + string.Format(this.m_logFileName, DateTime.Today.ToString("yyyyMMdd")); Debug.Log (this.m_logFilePath); } public void ExcuteWrite(string content) { using (StreamWriter writer = new StreamWriter(m_logFilePath, true, Encoding.UTF8)) { writer.WriteLine(content); } } } } namespace SC.Debuger { public class LogHelper { static public LogLevel m_logLevel = LogLevel.All; static LogWriter m_logWriter = new LogWriter(); static LogHelper() { Application.logMessageReceived += ProcessExceptionReport; } private static void ProcessExceptionReport(string message, string stackTrace, LogType type) { LogLevel dEBUG = LogLevel.Debug; switch (type) { case LogType.Error: dEBUG = LogLevel.Error; break; case LogType.Assert: dEBUG = LogLevel.Debug; break; case LogType.Warning: dEBUG = LogLevel.Warning; break; case LogType.Log: dEBUG = LogLevel.Debug; break; case LogType.Exception: dEBUG = LogLevel.Exception; break; } if (dEBUG == (m_logLevel & dEBUG)) { Log(string.Concat(new object[] { " [", dEBUG, "]: ", message, ‘\n‘, stackTrace })); } } /// <summary> /// 加上时间戳 /// </summary> /// <param name="message"></param> private static void Log(string message) { string msg = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss,fff") + message; m_logWriter.ExcuteWrite(msg); } static public void Log(object message) { Log(message, null); } static public void Log(object message, UnityEngine.Object context) { if (LogLevel.Debug == (m_logLevel & LogLevel.Debug)) { Debug.Log(message, context); } } static public void LogError(object message) { LogError(message, null); } static public void LogError(object message, UnityEngine.Object context) { if (LogLevel.Error == (m_logLevel & LogLevel.Error)) { Debug.LogError(message, context); } } static public void LogWarning(object message) { LogWarning(message, null); } static public void LogWarning(object message, UnityEngine.Object context) { if (LogLevel.Warning == (m_logLevel & LogLevel.Warning)) { Debug.LogWarning(message, context); } } } } //游戏上线之前把LogHelper.m_logLevel = LogLevel.None;Log就不显示了。 //LogHelper.m_logLevel = LogLevel.Error;是显示Error。 //LogHelper.m_logLevel = LogLevel.Debug | LogLevel.Error;同时显示Debug和Error。 //private string m_logPath = Environment.CurrentDirectory + "/log/"; //log文件是保存在 private string m_logPath = Application.persistentDataPath + "/log/";在手机上就是沙盒路径。 //log文件是以天为单位,同一天的log会被记录到一个文件里面。 //using UnityEngine; //using SC.Debuger; // //public class Test : MonoBehaviour //{ // void Start() // { // LogHelper.m_logLevel = LogLevel.All; // LogHelper.Log("debug"); // LogHelper.LogError("error"); // LogHelper.LogWarning("warning"); // // GameObject go = GameObject.Find("fsdfsd"); // GameObject.Instantiate(go); // } //}
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