在游戏的数据目录下生成日志文件,方便技术跟踪问题。
using UnityEngine; using System.Collections; using System.IO; using System.Text; public class LogFile { // 日志级别枚举 public enum LogLevel { verbose, debug, info, warn, error, assert } // 当前日志级别 public static LogLevel logLevel = LogLevel.verbose; private static string LOG_FILE_PATH = Application.dataPath + "\\game.log"; public static void Verbose(params string[] args) { Write(args); } public static void Debug(params string[] args) { if ((int)logLevel <= 1) Write(args); } public static void Info(params string[] args) { if ((int)logLevel <= 2) Write(args); } public static void Warn(params string[] args) { if ((int)logLevel <= 3) Write(args); } public static void Error(params string[] args) { if ((int)logLevel <= 4) Write(args); } public static void Assert(params string[] args) { if ((int)logLevel <= 5) Write(args); } private static void Write(params string[] args) { #if UNITY_STANDALONE_WIN && !UNITY_EDITOR if (args.Length > 0) { for (int i = 0; i < args.Length; i++) { File.AppendAllText(LOG_FILE_PATH, args[i], Encoding.UTF8); File.AppendAllText(LOG_FILE_PATH, "\r\n", Encoding.UTF8); } } #endif } }