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Unity 游戏框架搭建 (九) 减少加班利器-QConsole

2017-06-30 21:55 639 查看

Unity 游戏框架搭建 (九) 减少加班利器-QConsole

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_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:

  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!

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