• Unity 游戏框架搭建 2017 (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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  • 原文地址:https://www.cnblogs.com/liangxiegame/p/Unity-you-xi-kuang-jia-da-jian-jiu-jian-shao-jia-b.html
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