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## 为毛要实现这个工具? 1. 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。 ![DraggedImage.png](http://file.liangxiegame.com/870e1b68-bcef-4750-8a7c-a52ade7e2d51.png) 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。 2. 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。 ```cs QConsole.Instance(); ``` 就好了,使用之后效果是这样的。 ![DraggedImage-1.png](http://file.liangxiegame.com/aea92ce8-2d60-4ce3-873f-9c15b5fe175d.png) 在 Editor 模式下,F1控制开关。 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 ```cs 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_EDITOR if (Input.GetKeyUp(KeyCode.F1)) this.showGUI = !this.showGUI; #elif UNITY_ANDROID if (Input.GetKeyUp(KeyCode.Escape)) this.showGUI = !this.showGUI; #elif UNITY_IOS if (!mTouching && Input.touchCount == 4) { mTouching = true; this.showGUI = !this.showGUI; } else if (Input.touchCount == 0){ mTouching = false; } #endif if (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_EDITOR EditorApplication.isPlaying = false; #else Application.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 entry for (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 it if (collapse && i > 0 && entry.message == entries[i - 1].message) { continue; } // Change the text colour according to the log type switch (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 button if (GUILayout.Button(clearLabel)) { entries.Clear(); } // Collapse toggle collapse = 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 bar GUI.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); } } } ``` QFPSCounter ```cs 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()); } } } ``` QMemoryDetector ```cs 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)); } } } ``` ## 注意事项: 1. 和上一篇介绍的 QLog 一样,需要依赖上上篇文章介绍的QApp。 2. 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。 3. 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! 转载请注明地址:凉鞋的笔记:[liangxiegame.com](http://liangxiegame.com) ## 更多内容 * QFramework 地址:[https://github.com/liangxiegame/QFramework](https://github.com/liangxiegame/QFramework) * QQ 交流群:[623597263](http://shang.qq.com/wpa/qunwpa?idkey=706b8eef0fff3fe4be9ce27c8702ad7d8cc1bceabe3b7c0430ec9559b3a9ce66) * **Unity 进阶小班**: * 主要训练内容: * 框架搭建训练(第一年) * 跟着案例学 Shader(第一年) * 副业的孵化(第二年、第三年) * 权益、授课形式等具体详情请查看[《小班产品手册》](https://liangxiegame.com/master/intro):https://liangxiegame.com/master/intro * 关注公众号:liangxiegame 获取第一时间更新通知及更多的免费内容。 ![](http://file.liangxiegame.com/38eccb55-40b2-4845-93d6-f5fb50ff9492.png)