为毛要实现这个工具?
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在我小时候,每当游戏在真机运行时,我们看到的日志是这样的。
没高亮啊,还有乱七八糟的堆栈信息,好干扰日志查看,好影响心情。 -
还有就是必须始终连着usb线啊,我想要想躺着测试。。。 以上种种原因,QConsole诞生了。
如何使用?
使用方式和QLog一样,在初始化出调用,简单的一句。
QConsole.Instance();
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就好了,使用之后效果是这样的。
在真机上需要在屏幕上同时按下五个手指就可以控制开关了。(本来考虑11个手指萌一下的)。
实现思路:
1.首先要想办法获取Log,这个和上一篇介绍的QLog一样,需要使用Application.logMessageReceived这个api。
2.获取到的Log信息要存在一个Queue或者List中,然后把Log输出到屏幕上就ok了。
3.输出到屏幕上使用的是OnGUI回调和 GUILayout.Window这个api, 总共三步。
贴上代码:
QConsole实现
sing UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System.Collections;
using System;
using System.Collections.Generic;namespace QFramework {/// <summary>/// 控制台GUI输出类/// 包括FPS,内存使用情况,日志GUI输出/// </summary>public class QConsole : QSingleton<QConsole>{struct ConsoleMessage{public readonly string message;public readonly string stackTrace;public readonly LogType type;public ConsoleMessage (string message, string stackTrace, LogType type){this.message = message;this.stackTrace = stackTrace;this.type = type;}}/// <summary>/// Update回调/// </summary>public delegate void OnUpdateCallback();/// <summary>/// OnGUI回调/// </summary>public delegate void OnGUICallback();public OnUpdateCallback onUpdateCallback = null;public OnGUICallback onGUICallback = null;/// <summary>/// FPS计数器/// </summary>private QFPSCounter fpsCounter = null;/// <summary>/// 内存监视器/// </summary>private QMemoryDetector memoryDetector = null;private bool showGUI = true;List<ConsoleMessage> entries = new List<ConsoleMessage>();Vector2 scrollPos;bool scrollToBottom = true;bool collapse;bool mTouching = false;const int margin = 20;Rect windowRect = new Rect(margin + Screen.width * 0.5f, margin, Screen.width * 0.5f - (2 * margin), Screen.height - (2 * margin));GUIContent clearLabel = new GUIContent("Clear", "Clear the contents of the console.");GUIContent collapseLabel = new GUIContent("Collapse", "Hide repeated messages.");GUIContent scrollToBottomLabel = new GUIContent("ScrollToBottom", "Scroll bar always at bottom");private QConsole(){this.fpsCounter = new QFPSCounter(this);this.memoryDetector = new QMemoryDetector(this);// this.showGUI = App.Instance().showLogOnGUI;QApp.Instance().onUpdate += Update;QApp.Instance().onGUI += OnGUI;Application.logMessageReceived += HandleLog;}~QConsole(){Application.logMessageReceived -= HandleLog;}void Update(){#if UNITY_EDITORif (Input.GetKeyUp(KeyCode.F1))this.showGUI = !this.showGUI;#elif UNITY_ANDROIDif (Input.GetKeyUp(KeyCode.Escape))this.showGUI = !this.showGUI;#elif UNITY_IOSif (!mTouching && Input.touchCount == 4){mTouching = true;this.showGUI = !this.showGUI;} else if (Input.touchCount == 0){mTouching = false;}#endifif (this.onUpdateCallback != null)this.onUpdateCallback();}void OnGUI(){if (!this.showGUI)return;if (this.onGUICallback != null)this.onGUICallback ();if (GUI.Button (new Rect (100, 100, 200, 100), "清空数据")) {PlayerPrefs.DeleteAll ();#if UNITY_EDITOREditorApplication.isPlaying = false;#elseApplication.Quit();#endif}windowRect = GUILayout.Window(123456, windowRect, ConsoleWindow, "Console");}/// <summary>/// A window displaying the logged messages./// </summary>void ConsoleWindow (int windowID){if (scrollToBottom) {GUILayout.BeginScrollView (Vector2.up * entries.Count * 100.0f);}else {scrollPos = GUILayout.BeginScrollView (scrollPos);}// Go through each logged entryfor (int i = 0; i < entries.Count; i++) {ConsoleMessage entry = entries[i];// If this message is the same as the last one and the collapse feature is chosen, skip itif (collapse && i > 0 && entry.message == entries[i - 1].message) {continue;}// Change the text colour according to the log typeswitch (entry.type) {case LogType.Error:case LogType.Exception:GUI.contentColor = Color.red;break;case LogType.Warning:GUI.contentColor = Color.yellow;break;default:GUI.contentColor = Color.white;break;}if (entry.type == LogType.Exception){GUILayout.Label(entry.message + " || " + entry.stackTrace);} else {GUILayout.Label(entry.message);}}GUI.contentColor = Color.white;GUILayout.EndScrollView();GUILayout.BeginHorizontal();// Clear buttonif (GUILayout.Button(clearLabel)) {entries.Clear();}// Collapse togglecollapse = GUILayout.Toggle(collapse, collapseLabel, GUILayout.ExpandWidth(false));scrollToBottom = GUILayout.Toggle (scrollToBottom, scrollToBottomLabel, GUILayout.ExpandWidth (false));GUILayout.EndHorizontal();// Set the window to be draggable by the top title barGUI.DragWindow(new Rect(0, 0, 10000, 20));}void HandleLog (string message, string stackTrace, LogType type){ConsoleMessage entry = new ConsoleMessage(message, stackTrace, type);entries.Add(entry);}}
}
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QFPSCounter
using UnityEngine;
using System.Collections;namespace QFramework {/// <summary>/// 帧率计算器/// </summary>public class QFPSCounter{// 帧率计算频率private const float calcRate = 0.5f;// 本次计算频率下帧数private int frameCount = 0;// 频率时长private float rateDuration = 0f;// 显示帧率private int fps = 0;public QFPSCounter(QConsole console){console.onUpdateCallback += Update;console.onGUICallback += OnGUI;}void Start(){this.frameCount = 0;this.rateDuration = 0f;this.fps = 0;}void Update(){++this.frameCount;this.rateDuration += Time.deltaTime;if (this.rateDuration > calcRate){// 计算帧率this.fps = (int)(this.frameCount / this.rateDuration);this.frameCount = 0;this.rateDuration = 0f;}}void OnGUI(){GUI.color = Color.black;GUI.Label(new Rect(80, 20, 120, 20),"fps:" + this.fps.ToString()); }}}
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QMemoryDetector
using UnityEngine;
using System.Collections;namespace QFramework {/// <summary>/// 内存检测器,目前只是输出Profiler信息/// </summary>public class QMemoryDetector {private readonly static string TotalAllocMemroyFormation = "Alloc Memory : {0}M";private readonly static string TotalReservedMemoryFormation = "Reserved Memory : {0}M";private readonly static string TotalUnusedReservedMemoryFormation = "Unused Reserved: {0}M";private readonly static string MonoHeapFormation = "Mono Heap : {0}M";private readonly static string MonoUsedFormation = "Mono Used : {0}M";// 字节到兆private float ByteToM = 0.000001f;private Rect allocMemoryRect;private Rect reservedMemoryRect;private Rect unusedReservedMemoryRect;private Rect monoHeapRect;private Rect monoUsedRect;private int x = 0;private int y = 0;private int w = 0;private int h = 0;public QMemoryDetector(QConsole console){this.x = 60;this.y = 60;this.w = 200;this.h = 20;this.allocMemoryRect = new Rect(x, y, w, h);this.reservedMemoryRect = new Rect(x, y + h, w, h);this.unusedReservedMemoryRect = new Rect(x, y + 2 * h, w, h);this.monoHeapRect = new Rect(x, y + 3 * h, w, h);this.monoUsedRect = new Rect(x, y + 4 * h, w, h);console.onGUICallback += OnGUI;}void OnGUI(){GUI.Label(this.allocMemoryRect, string.Format(TotalAllocMemroyFormation, Profiler.GetTotalAllocatedMemory() * ByteToM));GUI.Label(this.reservedMemoryRect, string.Format(TotalReservedMemoryFormation, Profiler.GetTotalReservedMemory() * ByteToM));GUI.Label(this.unusedReservedMemoryRect, string.Format(TotalUnusedReservedMemoryFormation, Profiler.GetTotalUnusedReservedMemory() * ByteToM));GUI.Label(this.monoHeapRect,string.Format(MonoHeapFormation, Profiler.GetMonoHeapSize() * ByteToM));GUI.Label(this.monoUsedRect,string.Format(MonoUsedFormation, Profiler.GetMonoUsedSize() * ByteToM));}}}
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注意事项:
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和上一篇介绍的QLog一样,需要依赖上上篇文章介绍的QApp。
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QConsole初步实现来自于开源Unity插件Unity-WWW-Wrapper中的Console.cs.在此基础上添加了ScrollToBottom选项。因为这个插件的控制台不支持滚动显示Log,需要拖拽右边的scrollBar,很不方便。
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Unity-WWW-wrapper非常不稳定,建议大家不要使用。倒是感兴趣的同学可以研究下实现,贴上地址:https://www.assetstore.unity3d.com/en/#!/content/19116。
欢迎讨论!
相关链接:
我的框架地址:https://github.com/liangxiegame/QFramework
教程源码:https://github.com/liangxiegame/QFramework/tree/master/Assets/HowToWriteUnityGameFramework/
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微信公众号:liangxiegame
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