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封装系统自带的Debug

  Unity3d的Debug.Log函数用于打印日志,一般项目中都会对其作如下两件事情:

  (1)希望有一个总的开关来控制整个游戏中日志的打印与否;

  (2)有的系统会将Log封一层并添加统一的标记,比如Skill模块希望打印的日志格式为[Skill]***。

  对于第一个问题,Unity没有统一的开关用于控制日志的输出。对于第二个问题,将Log用一个函数封一层,那么在调试的时候双击Console里面的堆栈时将不能跳转到相应的逻辑块,很麻烦。

  怎么解决呢,有一个办法,就是将Debug.Log封装进一个DLL,话不多说代码如下所示:

using System;using UnityEngine;namespace MyDebug{    public class Debug    {        static public bool Enable = false;        static public void Log(object message)        {            Log(message, null);        }        static public void Log(object message, UnityEngine.Object context)        {            if (Enable)            {                UnityEngine.Debug.Log(message, context);            }        }        static public void LogWarning(object message)        {            LogWarning(message, null);        }        static public void LogWarning(object message, UnityEngine.Object context)        {            if (Enable)            {                UnityEngine.Debug.LogWarning(message, context);            }        }        static public void LogError(object message)        {            LogError(message, null);        }        static public void LogError(object message, UnityEngine.Object context)        {            if (Enable)            {                UnityEngine.Debug.LogError(message, context);            }        }        public static void LogException(Exception exception)        {            UnityEngine.Debug.LogException(exception);        }        public static void LogException(Exception exception, UnityEngine.Object context)        {            UnityEngine.Debug.LogException(exception, context);        }        public static void DrawLine(Vector3 start, Vector3 end)        {            UnityEngine.Debug.DrawLine(start, end);        }        public static void DrawLine(Vector3 start, Vector3 end, Color color)        {            UnityEngine.Debug.DrawLine(start, end, color);        }        public static void DrawLine(Vector3 start, Vector3 end, Color color, float duration)        {            UnityEngine.Debug.DrawLine(start, end, color, duration);        }        public static void DrawLine(Vector3 start, Vector3 end, Color color, float duration, bool depthTest)        {            UnityEngine.Debug.DrawLine(start, end, color, duration, depthTest);        }        public static void DrawRay(Vector3 start, Vector3 dir)        {            UnityEngine.Debug.DrawRay(start, dir);        }        public static void DrawRay(Vector3 start, Vector3 dir, Color color)        {            UnityEngine.Debug.DrawRay(start, dir, color);        }        public static void DrawRay(Vector3 start, Vector3 dir, Color color, float duration)        {            UnityEngine.Debug.DrawRay(start, dir, color, duration);        }        public static void DrawRay(Vector3 start, Vector3 dir, Color color, float duration, bool depthTest)        {            UnityEngine.Debug.DrawRay(start, dir, color, duration, depthTest);        }        public static void Break()        {            UnityEngine.Debug.Break();        }        public static void ClearDeveloperConsole()        {            UnityEngine.Debug.ClearDeveloperConsole();        }        public static void DebugBreak()        {            UnityEngine.Debug.DebugBreak();        }    }}

  在游戏中有两种用法:

using Debug = MyDebug.Debug;

  然后用法和默认的一样,或者直接使用:

MyDebug.Debug.Log("something");

  同样的,对于第二个问题,可以将Skill系统的Log进行类似的封装:

using System;using System.Collections.Generic;using System.Text;namespace MyDebug{    public class SkillDebug    {        public static bool Enable = true;        static public void Log(object message)        {           Log(message, null);        }        static public void Log(object message, UnityEngine.Object context)        {            if (Enable)            {                Debug.Log("<color=green>[SKILL]</color>---" + message, context);            }        }        static public void LogWarning(object message)        {            LogWarning(message, null);        }        static public void LogWarning(object message, UnityEngine.Object context)        {            if (Enable)            {                Debug.LogWarning("<color=blue>[SKILL]</color>---" + message, context);            }        }        static public void LogError(object message)        {            LogError(message, null);        }        static public void LogError(object message, UnityEngine.Object context)        {            if (Enable)            {                Debug.LogError("<color=red>[SKILL]</color>---" + message, context);            }        }    }}

  注意,在编译库文件的时候,需要手动地设置工程属性中的目标框架,如下图所示:

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  将上述代码编译到MyDebug.dll中,并将此dll放入到游戏工程,那么就可以在游戏中自由使用Log功能,并且有统一开关来控制是否打印日志,而且可以进行直接的堆栈跳转了。

封装系统自带的Debug