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
}
}