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1.要保证VisualStudio已经装了NuGet包,然后在包管理里面搜索log4net并下载安装
2.搜索到了以后下载安装,第一次安装的时候会很耗时间,预计十几分钟。我当时还以为是环境问题mmd
3.装好了以后引用里面就会有
4.配置文件的编写,不会没关系网上一大堆,放进工程里面并设置属性:始终复制
5.Debug类的封装
using log4net;
using log4net.Config;
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
public static class Debug
{
private static ILog m_Log;
static Debug()
{
XmlConfigurator.ConfigureAndWatch(new FileInfo(AppDomain.CurrentDomain.SetupInformation.ConfigurationFile));
m_Log = LogManager.GetLogger(typeof(Debug));
}
public static void Log(object message)
{
m_Log.Debug(message);
}
public static void Log(string format, params object[] args)
{
m_Log.DebugFormat(format, args);
}
public static void LogInfo(object message)
{
m_Log.Info(message);
}
public static void LogInfo(string format, params object[] args)
{
m_Log.InfoFormat(format, args);
}
public static void LogWarn(object message)
{
m_Log.Warn(message);
}
public static void LogWarn(string format, params object[] args)
{
m_Log.WarnFormat(format, args);
}
public static void LogError(object message)
{
m_Log.Error(message);
}
public static void LogError(string format, params object[] args)
{
m_Log.ErrorFormat(format, args);
}
public static void LogFatle(object message)
{
m_Log.Fatal(message);
}
public static void LogFatle(string format, params object[] args)
{
m_Log.FatalFormat(format, args);
}
}
6.最重要的一步,添加标签
[assembly: log4net.Config.XmlConfigurator(ConfigFile = "log4net.config", ConfigFileExtension = "config", Watch = true)]
7.调用debug之后就会在目标路径下生产一个log日志文件
Debug.LogInfo("服务器{0}启动监听成功", m_ListenSocket.LocalEndPoint.ToString());
把一下脚本挂在实例上即可,具体的log输出路径可自己配置
#region 模块信息
// **********************************************************************
// Please contact me if you have any questions
// File Name: WriteLog
// Author: 幻世界
// WeChat||QQ: at853394528 || 853394528
// **********************************************************************
#endregion
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Text;
using UnityEngine;
using Debug = UnityEngine.Debug;
public class WriteLog : MonoBehaviour
{
private static FileStream FileWriter;
private static UTF8Encoding encoding;
private void Start()
{
//gameObject.AddComponent();
//gameObject.AddComponent();
LogStart();
}
public void LogStart()
{
Debug.LogError("开始写入日志");
Debug.Log(Application.persistentDataPath);
if (!Directory.Exists(Application.persistentDataPath + "/Log"))
{
Directory.CreateDirectory(Application.persistentDataPath + "/Log");
}
string NowTime = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss").Replace(" ", "_").Replace("/", "_").Replace(":", "_");
FileInfo fileInfo = new FileInfo(Application.persistentDataPath + "/Log/" + NowTime + "_Log.txt");
//设置Log文件输出地址
FileWriter = fileInfo.Open(FileMode.OpenOrCreate, FileAccess.ReadWrite, FileShare.Read);
encoding = new UTF8Encoding();
Application.logMessageReceived += LogCallback;
}
///
/// Log回调
///
/// 输出内容
/// 堆栈追踪
/// Log日志类型
private void LogCallback(string condition, string stackTrace, LogType type) //写入控制台数据
{
//输出的日志类型可以自定义
string content = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss") + " " + "【" + type + "】" + "【" + stackTrace + "】" + ":" + condition + Environment.NewLine + Environment.NewLine;
FileWriter.Write(encoding.GetBytes(content), 0, encoding.GetByteCount(content));
FileWriter.Flush();
}
private void OnDestroy() //关闭写入
{
if ((FileWriter != null))
{
Debug.LogError("日志写入结束");
FileWriter.Close();
Application.logMessageReceived -= LogCallback;
}
}
}
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