Unity 游戏框架搭建 (九) 减少加班利器-QConsole
为毛要实现这个工具?
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();
就好了,使用之后效果是这样的。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
- 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
- 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
- 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:
和上一篇介绍的QLog一样,需要依赖上上篇文章介绍的QApp。
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。
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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