https://gameinstitute.qq.com/community/detail/119540
因为是在game视图 所以editor脚本不管用
可以用windows小黑窗 或者直接在游戏显示
我选择在游戏显示 当不需要的时候就跟之前一样吧这个方法用特性直接干掉
/**
*Copyright(C) 2019 by #COMPANY#
*All rights reserved.
*FileName: #SCRIPTFULLNAME#
*Author: #AUTHOR#
*Version: #VERSION#
*UnityVersion:#UNITYVERSION#
*Date: #DATE#
*Description:
*History:
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DebugWnd : MonoBehaviour
{
struct Log
{
public string msg;
public string stackTrace;
public LogType type;
}
public float openSpeed = 3f;
readonly List<Log> logs = new List<Log>();
Vector2 scrollPos;
bool isVisble=true;
bool collapse;
static readonly Dictionary<LogType, Color> logTypeColors = new Dictionary<LogType, Color> {
{LogType.Assert, Color.white },
{ LogType.Error, Color.red },
{ LogType.Exception, Color.red },
{ LogType.Log, Color.white },
{ LogType.Warning, Color.yellow },
};
//set wnd component
const string wndTitle = "Console";
const int margin = 20;
static readonly GUIContent clearLable = new GUIContent("Clear", "Clear the contents of the console.");
static readonly GUIContent collapseLable = new GUIContent("Collapse", "Hide repeated messages.");
readonly Rect titleBarRect = new Rect(0, 0, 10000, 20);
Rect wndRect = new Rect(margin, margin, Screen.width - (margin * 2), Screen.height - (margin * 2));
void OnGUI()
{
if (!isVisble)
return;
wndRect = GUILayout.Window(123456, wndRect, DrawConsoleWnd, wndTitle);
}
void DrawConsoleWnd(int wndID)
{
DrawLogsList();
DrawToolBar();
GUI.DragWindow(titleBarRect);
}
void DrawLogsList()
{
scrollPos = GUILayout.BeginScrollView(scrollPos);
for (int i = 0; i < logs.Count; i++)
{
Log log = logs[i];
if (collapse&&i>1)
{
var previosuMsg = logs[i - 1].msg;
if (log.msg==previosuMsg)
continue;
}
GUI.contentColor = logTypeColors[log.type];
GUILayout.Label(log.msg);
}
GUILayout.EndScrollView();
//确保在绘制其他组件之前重置GUI颜色
GUI.contentColor = Color.white;
}
void DrawToolBar()
{
GUILayout.BeginHorizontal();
if (GUILayout.Button(clearLable))
{
//logs.Clear();
}
collapse = GUILayout.Toggle(collapse,collapseLable, GUILayout.ExpandWidth(false));
GUILayout.EndHorizontal();
}
}
image.png
/**
*Copyright(C) 2019 by #COMPANY#
*All rights reserved.
*FileName: #SCRIPTFULLNAME#
*Author: #AUTHOR#
*Version: #VERSION#
*UnityVersion:#UNITYVERSION#
*Date: #DATE#
*Description:
*History:
*/
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DebugWnd : MonoBehaviour
{
struct Log
{
public string msg;
public string stackTrace;
public LogType type;
}
public float openSpeed = 3f;
public bool isRestricLogCount = false;
public int maxLogs = 1000;
readonly List<Log> logs = new List<Log>();
Vector2 scrollPos;
bool isVisble=true;
bool collapse;
static readonly Dictionary<LogType, Color> logTypeColors = new Dictionary<LogType, Color> {
{LogType.Assert, Color.white },
{ LogType.Error, Color.red },
{ LogType.Exception, Color.red },
{ LogType.Log, Color.white },
{ LogType.Warning, Color.yellow },
};
//set wnd component
const string wndTitle = "Console";
const int margin = 20;
static readonly GUIContent clearLable = new GUIContent("Clear", "Clear the contents of the console.");
static readonly GUIContent collapseLable = new GUIContent("Collapse", "Hide repeated messages.");
readonly Rect titleBarRect = new Rect(0, 0, 10000, 20);
Rect wndRect = new Rect(margin, margin, Screen.width - (margin * 2), Screen.height - (margin * 2));
private void OnEnable()
{
Application.logMessageReceived+=HandleLog;
}
private void OnDisable()
{
Application.logMessageReceived -= HandleLog;
}
private void HandleLog(string condition, string stackTrace, LogType type)
{
logs.Add(new Log {
msg=condition,
stackTrace=stackTrace,
type=type,
});
}
void TrimExcessLogs()
{
if (!isRestricLogCount)
return;
var amountToRemove = Mathf.Max(logs.Count-maxLogs,0);
if (amountToRemove==0)
return;
logs.RemoveRange(0, amountToRemove);
}
void OnGUI()
{
if (!isVisble)
return;
wndRect = GUILayout.Window(123456, wndRect, DrawConsoleWnd, wndTitle);
}
void DrawConsoleWnd(int wndID)
{
DrawLogsList();
DrawToolBar();
GUI.DragWindow(titleBarRect);
}
void DrawLogsList()
{
scrollPos = GUILayout.BeginScrollView(scrollPos);
for (int i = 0; i < logs.Count; i++)
{
Log log = logs[i];
if (collapse&&i>1)
{
var previosuMsg = logs[i - 1].msg;
if (log.msg==previosuMsg)
continue;
}
GUI.contentColor = logTypeColors[log.type];
GUILayout.Label(log.msg);
GUILayout.Label(log.stackTrace);
}
GUILayout.EndScrollView();
}
void DrawToolBar()
{
GUILayout.BeginHorizontal();
if (GUILayout.Button(clearLable))
{
logs.Clear();
}
collapse = GUILayout.Toggle(collapse,collapseLable, GUILayout.ExpandWidth(false));
GUILayout.EndHorizontal();
}
}
image.png
然后是要把绘制类和调动类分离 其实log类自带分离过了
还有的是滑动条要一直在最下方 虽然可以拖动 还有大小有点大 加上点击四个角能变大缩小
先做窗口放大缩小
我是尝试过手动控制但是没有获取左下角的api
这个是控制GUI滚动的
https://www.iteye.com/blog/convolute-1859851
我让进度条和log个数成一个正比关系 结果追不上 没办法走到最大值
而且这个进度条没有百分比 可能UGUI做好一点 只能手动翻了
image.png
然后batch上天了
image.png
/**
*Copyright(C) 2019 by #COMPANY#
*All rights reserved.
*FileName: #SCRIPTFULLNAME#
*Author: #AUTHOR#
*Version: #VERSION#
*UnityVersion:#UNITYVERSION#
*Date: #DATE#
*Description:
*History:
*/
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DebugWnd : MonoBehaviour
{
struct Log
{
public string msg;
public string stackTrace;
public LogType type;
}
public float openSpeed = 3f;
public bool isRestricLogCount = false;
public int maxLogs = 1000;
readonly List<Log> logs = new List<Log>();
Vector2 scrollPos;
bool isVisble = true;
bool collapse;
static readonly Dictionary<LogType, Color> logTypeColors = new Dictionary<LogType, Color> {
{LogType.Assert, Color.white },
{ LogType.Error, Color.red },
{ LogType.Exception, Color.red },
{ LogType.Log, Color.white },
{ LogType.Warning, Color.yellow },
};
//set wnd component
const string wndTitle = "Console";
public float margin = 2;
static readonly GUIContent clearLable = new GUIContent("Clear", "Clear the contents of the console.");
static readonly GUIContent collapseLable = new GUIContent("Collapse", "Hide repeated messages.");
Rect titleBarRect = new Rect(0, 0, 1000, 20);
Rect wndRect;
string marginText;
private void OnEnable()
{
wndRect = new Rect(margin, margin, Screen.width / margin, Screen.height / margin);
Application.logMessageReceived += HandleLog;
}
private void OnDisable()
{
Application.logMessageReceived -= HandleLog;
}
private void HandleLog(string condition, string stackTrace, LogType type)
{
logs.Add(new Log
{
msg = condition,
stackTrace = stackTrace,
type = type,
});
TrimExcessLogs();
}
void TrimExcessLogs()
{
if (!isRestricLogCount)
return;
var amountToRemove = Mathf.Max(logs.Count - maxLogs, 0);
if (amountToRemove == 0)
return;
logs.RemoveRange(0, amountToRemove);
}
void OnGUI()
{
if (!isVisble)
return;
wndRect = GUILayout.Window(123456, wndRect, DrawConsoleWnd, wndTitle);
}
void DrawConsoleWnd(int wndID)
{
DrawLogsList();
DrawToolBar();
GUI.DragWindow(titleBarRect);
}
void DrawLogsList()
{
scrollPos = GUILayout.BeginScrollView(scrollPos);
for (int i = 0; i < logs.Count; i++)
{
Log log = logs[i];
if (collapse && i > 1)
{
var previosuMsg = logs[i - 1].msg;
if (log.msg == previosuMsg)
continue;
}
GUI.contentColor = logTypeColors[log.type];
GUILayout.Label($"{log.msg}\n\r{log.stackTrace}");
}
GUILayout.EndScrollView();
}
void DrawToolBar()
{
GUILayout.BeginHorizontal();
if (GUILayout.Button(clearLable))
{
logs.Clear();
}
collapse = GUILayout.Toggle(collapse, collapseLable, GUILayout.ExpandWidth(false));
GUILayout.Label("zoom", GUILayout.Width(40), GUILayout.Height(40));
marginText = GUILayout.TextField(marginText, GUILayout.Width(30), GUILayout.Height(30));
if (marginText != null && marginText != "" && marginText != "0")
margin = float.Parse(marginText);
wndRect = new Rect(margin, margin, Screen.width / margin, Screen.height / margin);
GUILayout.EndHorizontal();
}
}
然后有人告诉我有个插件
https://github.com/aliessmael/Unity-Logs-Viewer
image.png
batch稳定 应该是回收了多余空间
image.png
image.png
image.png
这个插件挺好用的
附上 源码和插件地址
https://github.com/1004019267/LogTools