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【Unity开发小技巧】Unity日志输出存储

#region 模块信息
// **********************************************************************
// 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 //开启单例
    {
        get
        {
            if (consoleLog == null)
                consoleLog = new WriteLog();
            return consoleLog;
        }
    }
   
    public void LogStart()
    {
        Debug.LogError("开始写入日志");
        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");
        //设置Log文件输出地址
        FileWriter = fileInfo.Open(FileMode.OpenOrCreate, FileAccess.ReadWrite, FileShare.Read);
        encoding = new UTF8Encoding();
        Application.logMessageReceived += LogCallback;
    }
    /// <summary>
    /// Log回调
    /// </summary>
    /// <param name="condition">输出内容</param>
    /// <param name="stackTrace">堆栈追踪</param>
    /// <param name="type">Log日志类型</param>
    private void LogCallback(string condition, string stackTrace, LogType type) //写入控制台数据
    {
        //输出的日志类型可以自定义
        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() //关闭写入
    {
        if ((FileWriter != null))
        {
            Debug.LogError("日志写入结束");
            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("操作系统:  " + SystemInfo.operatingSystem);
            sw.WriteLine("系统内存大小:  " + SystemInfo.systemMemorySize);
            sw.WriteLine("设备模型:  " + SystemInfo.deviceModel);
            sw.WriteLine("设备唯一标识符:  " + SystemInfo.deviceUniqueIdentifier);
            sw.WriteLine("处理器数量:  " + SystemInfo.processorCount);
            sw.WriteLine("处理器类型:  " + SystemInfo.processorType);
            sw.WriteLine("显卡标识符:  " + SystemInfo.graphicsDeviceID);
            sw.WriteLine("显卡名称:  " + SystemInfo.graphicsDeviceName);
            sw.WriteLine("显卡标识符:  " + SystemInfo.graphicsDeviceVendorID);
            sw.WriteLine("显卡厂商:  " + SystemInfo.graphicsDeviceVendor);
            sw.WriteLine("显卡版本:  " + SystemInfo.graphicsDeviceVersion);
            sw.WriteLine("显存大小:  " + SystemInfo.graphicsMemorySize);
            sw.WriteLine("显卡着色器级别:  " + SystemInfo.graphicsShaderLevel);
            sw.WriteLine("是否图像效果:  " + SystemInfo.supportsImageEffects);
            sw.WriteLine("是否支持内置阴影:  " + 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)
】:当前设备分辨率: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)
】:当前设备唯一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)
】:资源已经释放到本地

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)
】:当前资源版本 :1.0.0