using System; using UnityEngine; //namespace ZTools1 //{ internal class ZLog : MonoBehaviour { /// /// 文件名称格式 /// 请注意,不要删除时间格式,否则会造成保存不成功 /// public static string LogFileName { get { return "Log{0:_yyyy_MM_dd}.txt"; } } /// /// 日志文件路径 /// public static string LogPath { get { return Application.persistentDataPath + "/LogFile"; } //get { return Application.streamingAssetsPath + "/LogFile"; } } /// /// 日志保存最近几天的内容 /// public static int SaveDays = 30; /// /// 每一行的打印内容 /// public string LogContent { get { return "--------------------------" + Time + "--------------------------\n{0}\n{1}"; } } public FileLogger FileLogger; static string Time { get { return DateTime.Now.ToString("[HH:mm:ss.ffffff]"); } } private void Awake() { #if !UNITY_EDITOR DontDestroyOnLoad(gameObject); FileLogger = new FileLogger(); Application.logMessageReceivedThreaded += LogMessage; #endif //Debug.LogError("这是测试---------------------------------"); } void LogMessage(string condition, string stackTrace, LogType type) { if (!type.Equals(LogType.Warning)) { FileLogger?.Write(string.Format(LogContent, condition, stackTrace)); } } private void OnDestroy() { FileLogger?.OnDestroy(); FileLogger = null; Application.logMessageReceivedThreaded -= LogMessage; } } //}