Unity-Debug-封装-富文本

Unity自带的日志输出可以说是很全面的,但是在实际开发中,往往会产生大量的log输出,自然影响效率是不用说的,而且有些时候我们需要根据log输出的时间来确定代码的执行顺序,这个时候难免会用到每个日志输出的时间。

Unity 自带的日志输出缺点

  • 没有开关,可以直接关闭或者打开log
  • 输出的日志不带有时间戳
  • 颜色单一

其实Unity 是支持富文本格式的,当然也适用于Debug.Log(),比如加粗、倾斜、改变某些内容的颜色

加粗

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We are <b>not</b> amused

倾斜

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We are <i>usually</i> not amused

更改字体大小

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We are <size=50>largely</size> unaffected

更改颜色

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We are <color=green>green</color> with envy

参考资料
http://www.ceeger.com/Manual/StyledText.html

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We are <color=green>green</color> with envy

我把几个常用的日志输出做了一下封装,添加了一个开关 ShowLog,并添加了日志输出的时间,稍微修改了一下颜色

效果

运行效果

以下是具体封装代码

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class GameDebug {
public static bool ShowLog = true;
public static void Log(object log)
{
#if UNITY_STANDALONE || UNITY_EDITOR
if (ShowLog)
{
Log(log.ToString());
}
#endif
}
public static void Log(string log)
{
#if UNITY_STANDALONE || UNITY_EDITOR
if (ShowLog)
{
Debug.Log("<color=#FFFF00FF>[" + DateTime.Now.ToString("HH:mm:ss:ffff") + "]</color> " + log);
}
#endif
}

public static void LogObjs(params object[] objs)
{
#if UNITY_STANDALONE || UNITY_EDITOR
if (ShowLog)
{
string str = "";
foreach (var s in objs)
{
str += s.ToString() + "\t";
}
if (str.Length > 0)
{
str.Remove(str.Length - 1);
}
Log(str);
}
#endif
}

public static void LogWarning(object log)
{
#if UNITY_STANDALONE || UNITY_EDITOR
if (ShowLog)
{
LogWarning(log.ToString());
}
#endif
}

public static void LogWarning(string log)
{
#if UNITY_STANDALONE || UNITY_EDITOR
if (ShowLog)
{
Debug.LogWarning("<color=#FFFF00FF>[" + DateTime.Now.ToString("HH:mm:ss:ffff") + "]</color> " + log);
}
#endif
}

public static void LogError(object log)
{
#if UNITY_STANDALONE || UNITY_EDITOR
if (ShowLog)
{
LogError(log);
}
#endif
}

public static void LogError(string log)
{
#if UNITY_STANDALONE || UNITY_EDITOR
if (ShowLog)
{
Debug.LogError("<color=#FFFF00FF>[" + DateTime.Now.ToString("HH:mm:ss:ffff") + "]</color> " + log + "\n" + GetStackTrace());
}
#endif
}

private static string GetStackTrace()
{
System.Diagnostics.StackTrace ss = new System.Diagnostics.StackTrace(true);
return ss.ToString();
}
}

调用代码

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GameDebug.Log("Hello World");
GameDebug.LogWarning("Hello World");
GameDebug.LogError("Hello World");
GameDebug.ShowLog = false;
GameDebug.LogError("Hello World");

输出结果是第一张图片,可以看到最后一条日志没有输出

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