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Unity 游戏框架搭建 (九) 减少加班利器-QConsole
阅读量:5296 次
发布时间:2019-06-14

本文共 9737 字,大约阅读时间需要 32 分钟。

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。

    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。

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_EDITORusing UnityEditor;#endifusing System.Collections;using System;using System.Collections.Generic;namespace QFramework {    ///     /// 控制台GUI输出类    /// 包括FPS,内存使用情况,日志GUI输出    ///     public class QConsole : QSingleton
{ 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; } } ///
/// Update回调 /// public delegate void OnUpdateCallback(); ///
/// OnGUI回调 /// public delegate void OnGUICallback(); public OnUpdateCallback onUpdateCallback = null; public OnGUICallback onGUICallback = null; ///
/// FPS计数器 /// private QFPSCounter fpsCounter = null; ///
/// 内存监视器 /// private QMemoryDetector memoryDetector = null; private bool showGUI = true; List
entries = new List
(); 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"); } ///
/// A window displaying the logged messages. /// 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 {

///
/// 帧率计算器
///
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 {

///
/// 内存检测器,目前只是输出Profiler信息
///
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:

欢迎讨论!

附:

转载请注明地址:

微信公众号:liangxiegame

output/writing/Unity游戏框架搭建

转载于:https://www.cnblogs.com/liangxiegame/p/Unity-you-xi-kuang-jia-da-jian-jiu-jian-shao-jia-b.html

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