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 {
///
/// 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:https://www.assetstore.unity3d.com/en/#!/content/19116。

欢迎讨论!

附:我的框架地址

转载请注明地址:凉鞋的笔记

微信公众号:liangxiegame

output/writing/Unity游戏框架搭建

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转载自blog.csdn.net/u010125551/article/details/78474642
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