来自于:Zero_LJ
前言
之前unity5.x在代码中写了debug.log..等等,打包之后在当前程序文件夹下会有个对应的”outlog.txt”,2017之后这个文件被移到C盘用户Appdata/LocalLow/公司名 文件夹下面。觉得不方便就自己写了个
代码
using UnityEngine;using System.IO;using System;using System.Diagnostics;using Debug = UnityEngine.Debug;public class DebugTrace{private FileStream fileStream;private StreamWriter streamWriter;private bool isEditorCreate = false;//是否在编辑器中也产生日志文件private int showFrames = 1000; //打印所有#region instanceprivate static readonly object obj = new object();private static DebugTrace m_instance;public static DebugTrace Instance{get{if (m_instance == null){lock (obj){if (m_instance == null)m_instance = new DebugTrace();}}return m_instance;}}#endregionprivate DebugTrace(){}/// <summary>/// 开启跟踪日志信息/// </summary>public void StartTrace(){if (Debug.unityLogger.logEnabled){if (Application.isEditor){//在编辑器中设置isEditorCreate==true时候产生日志if (isEditorCreate){CreateOutlog();}}//不在编辑器中 是否产生日志由 Debug.unityLogger.logEnabled 控制else{CreateOutlog();}}}private void Application_logMessageReceivedThreaded(string logString, string stackTrace, LogType type){// Debug.Log(stackTrace); //打包后staackTrace为空 所以要自己实现if (type != LogType.Warning){// StackTrace stack = new StackTrace(1,true); //跳过第二?(1)帧StackTrace stack = new StackTrace(true); //捕获所有帧string stackStr = string.Empty;int frameCount = stack.FrameCount; //帧数if (this.showFrames > frameCount) this.showFrames = frameCount; //如果帧数大于总帧速 设置一下//自定义输出帧数,可以自行试试查看效果for (int i = stack.FrameCount - this.showFrames; i < stack.FrameCount; i++){StackFrame sf = stack.GetFrame(i); //获取当前帧信息// 1:第一种 ps:GetFileLineNumber 在发布打包后获取不到stackStr += "at [" + sf.GetMethod().DeclaringType.FullName +"." + sf.GetMethod().Name +".Line:" + sf.GetFileLineNumber() + "]\n ";//或者直接调用tostring 显示数据过多 且打包后有些数据获取不到// stackStr += sf.ToString();}//或者 stackStr = stack.ToString();string content = string.Format("time: {0} logType: {1} logString: {2} \nstackTrace: {3} {4} ",DateTime.Now.ToString("HH:mm:ss"), type, logString, stackStr, "\r\n");streamWriter.WriteLine(content);streamWriter.Flush();}}private void CreateOutlog(){if (!Directory.Exists(Application.dataPath + "/../" + "OutLog"))Directory.CreateDirectory(Application.dataPath + "/../" + "OutLog");string path = Application.dataPath + "/../OutLog" + "/" + DateTime.Now.ToString("yyyyMMddHHmmss") + "_log.txt";fileStream = new FileStream(path, FileMode.OpenOrCreate, FileAccess.ReadWrite);streamWriter = new StreamWriter(fileStream);Application.logMessageReceivedThreaded += Application_logMessageReceivedThreaded;}/// <summary>/// 关闭跟踪日志信息/// </summary>public void CloseTrace(){Application.logMessageReceivedThreaded -= Application_logMessageReceivedThreaded;streamWriter.Dispose();streamWriter.Close();fileStream.Dispose();fileStream.Close();}/// <summary>/// 设置选项/// </summary>/// <param name="logEnable">是否记录日志</param>/// <param name="showFrams">是否显示所有堆栈帧 默认只显示当前帧 如果设为0 则显示所有帧</param>/// <param name="filterLogType">过滤 默认log级别以上</param>/// <param name="editorCreate">是否在编辑器中产生日志记录 默认不需要</param>public void SetLogOptions(bool logEnable, int showFrams = 1, LogType filterLogType = LogType.Log, bool editorCreate = false){Debug.unityLogger.logEnabled = logEnable;Debug.unityLogger.filterLogType = filterLogType;isEditorCreate = editorCreate;this.showFrames = showFrams == 0 ? 1000 : showFrams;}}
关于 filterLogType
filterLogType默认设置是Log,会显示所有类型的Log。
Warning:会显示Warning,Assert,Error,Exception
Assert:会显示Assert,Error,Exception
Error:显示Error和Exception
Exception:只会显示Exception
using UnityEngine;public class Test : MonoBehaviour{private BoxCollider boxCollider;void Start(){DebugTrace.Instance.SetLogOptions(true, 2, editorCreate: true); //设置日志打开 显示2帧 并且编辑器下产生日志DebugTrace.Instance.StartTrace();Debug.Log("log");Debug.Log("log", this);Debug.LogError("LogError");Debug.LogAssertion("LogAssertion");boxCollider.enabled = false; //报错 发布后捕捉不到帧}private void OnApplicationQuit(){DebugTrace.Instance.CloseTrace();}}
如果在编辑器中也设置产生日志,日志文件在当前项目路径下,打包后在exe同级目录下
在打包发布后某些数据会获取不到 例如行号
StackFrame参考
不足
发布版本 出现异常捕捉不到 行号获取不到
debug版本可以勾选DevelopMend build 捕捉到更多信息

