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【Unity開發小技巧】Unity日志輸出存儲

#region 子產品資訊
// **********************************************************************
// Copyright (C) 2019 jiamiantech
// Please contact me if you have any questions
// File Name:             WriteLog
// Author:                幻世界
// **********************************************************************
#endregion
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Text;
using UnityEngine;
using Debug = UnityEngine.Debug;

public class WriteLog : MonoBehaviour
{
    private static FileStream FileWriter;
    private static UTF8Encoding encoding;
    private static WriteLog consoleLog;

    public static WriteLog ConsoleLog //開啟單例
    {
        get
        {
            if (consoleLog == null)
                consoleLog = new WriteLog();
            return consoleLog;
        }
    }
   
    public void LogStart()
    {
        Debug.LogError("開始寫入日志");
        Directory.CreateDirectory(Application.persistentDataPath + "/Log");
        string NowTime = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss").Replace(" ", "_").Replace("/", "_").Replace(":", "_");
        FileInfo fileInfo = new FileInfo(Application.persistentDataPath + "/Log/" + NowTime + "_Log.txt");
        //設定Log檔案輸出位址
        FileWriter = fileInfo.Open(FileMode.OpenOrCreate, FileAccess.ReadWrite, FileShare.Read);
        encoding = new UTF8Encoding();
        Application.logMessageReceived += LogCallback;
    }
    /// <summary>
    /// Log回調
    /// </summary>
    /// <param name="condition">輸出内容</param>
    /// <param name="stackTrace">堆棧追蹤</param>
    /// <param name="type">Log日志類型</param>
    private void LogCallback(string condition, string stackTrace, LogType type) //寫入控制台資料
    {
        //輸出的日志類型可以自定義
        string content = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss") + " " + "【" + type + "】" + "【" + stackTrace + "】" + ":" + condition + Environment.NewLine+ Environment.NewLine;
        FileWriter.Write(encoding.GetBytes(content), 0, encoding.GetByteCount(content));
        FileWriter.Flush();
    }

    private void OnDestroy() //關閉寫入
    {
        if ((FileWriter != null))
        {
            Debug.LogError("日志寫入結束");
            FileWriter.Close();
            Application.logMessageReceived-= LogCallback;
        }
    }
 private static void PhoneSystemInfo(StreamWriter sw)
        {
            sw.WriteLine("*********************************************************************************************************start");
            sw.WriteLine("By " + SystemInfo.deviceName);
            DateTime now = DateTime.Now;
            sw.WriteLine(string.Concat(new object[] { now.Year.ToString(), "年", now.Month.ToString(), "月", now.Day, "日  ", now.Hour.ToString(), ":", now.Minute.ToString(), ":", now.Second.ToString() }));
            sw.WriteLine();
            sw.WriteLine("作業系統:  " + SystemInfo.operatingSystem);
            sw.WriteLine("系統記憶體大小:  " + SystemInfo.systemMemorySize);
            sw.WriteLine("裝置模型:  " + SystemInfo.deviceModel);
            sw.WriteLine("裝置唯一辨別符:  " + SystemInfo.deviceUniqueIdentifier);
            sw.WriteLine("處理器數量:  " + SystemInfo.processorCount);
            sw.WriteLine("處理器類型:  " + SystemInfo.processorType);
            sw.WriteLine("顯示卡辨別符:  " + SystemInfo.graphicsDeviceID);
            sw.WriteLine("顯示卡名稱:  " + SystemInfo.graphicsDeviceName);
            sw.WriteLine("顯示卡辨別符:  " + SystemInfo.graphicsDeviceVendorID);
            sw.WriteLine("顯示卡廠商:  " + SystemInfo.graphicsDeviceVendor);
            sw.WriteLine("顯示卡版本:  " + SystemInfo.graphicsDeviceVersion);
            sw.WriteLine("顯存大小:  " + SystemInfo.graphicsMemorySize);
            sw.WriteLine("顯示卡着色器級别:  " + SystemInfo.graphicsShaderLevel);
            sw.WriteLine("是否圖像效果:  " + SystemInfo.supportsImageEffects);
            sw.WriteLine("是否支援内置陰影:  " + SystemInfo.supportsShadows);
            sw.WriteLine("*********************************************************************************************************end");
            sw.WriteLine("LogInfo:");
            sw.WriteLine();
        }

}      
2019-08-26 14:21:06 【Log】【UnityEngine.Debug:Log(Object)
Main:DebugPlatformMesaage() (at Assets/Scripts/Main.cs:470)
Main:Start() (at Assets/Scripts/Main.cs:25)
】:Current Platform:UNITY_EDITOR

2019-08-26 14:21:06 【Log】【UnityEngine.Debug:Log(Object)
Main:InitManager() (at Assets/Scripts/Main.cs:54)
Main:Start() (at Assets/Scripts/Main.cs:26)
】:目前裝置分辨率:1920 X 1200

2019-08-26 14:21:06 【Log】【UnityEngine.Debug:Log(Object)
GameManager:SetUp() (at Assets/Scripts/Game/Managers/GameManager.cs:50)
Main:InitManager() (at Assets/Scripts/Main.cs:56)
Main:Start() (at Assets/Scripts/Main.cs:26)
】:本地IP :192.168.191.1

2019-08-26 14:21:06 【Log】【UnityEngine.Debug:Log(Object)
GameManager:SetUp() (at Assets/Scripts/Game/Managers/GameManager.cs:53)
Main:InitManager() (at Assets/Scripts/Main.cs:56)
Main:Start() (at Assets/Scripts/Main.cs:26)
】:目前裝置唯一ID :a96398d803bbe28559a0992d92b54a418e490271

2019-08-26 14:21:06 【Log】【UnityEngine.Debug:Log(Object)
GameManager:PingNetAddress() (at Assets/Scripts/Game/Managers/GameManager.cs:189)
GameManager:SetUp() (at Assets/Scripts/Game/Managers/GameManager.cs:59)
Main:InitManager() (at Assets/Scripts/Main.cs:56)
Main:Start() (at Assets/Scripts/Main.cs:26)
】:True  

2019-08-26 14:21:06 【Log】【UnityEngine.Debug:Log(Object)
Main:CheckExtractResource() (at Assets/Scripts/Main.cs:218)
Main:Start() (at Assets/Scripts/Main.cs:28)
】:資源已經釋放到本地

2019-08-26 14:21:06 【Log】【UnityEngine.Debug:Log(Object)
Main:CheckExtractResource() (at Assets/Scripts/Main.cs:223)
Main:Start() (at Assets/Scripts/Main.cs:28)
】:目前資源版本 :1.0.0