打印log 保存log

时间:2022-01-26 11:34:32
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 = ,
Debug = ,
Error = ,
Warning = ,
Exception = ,
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);
// }
//}