using System.Collections; using System.Collections.Generic; using UnityEngine; using System.IO; using System.Text; public class DebugOutputManager{ private string outpathLog; private string outpathError; private string outpathWarning; public DebugOutputManager () { #if UNITY_EDITOR outpathLog = Application.dataPath + "/StreamingAssets" + "/outLog.txt"; outpathError = Application.dataPath + "/StreamingAssets" + "/outLogError.txt"; outpathWarning = Application.dataPath + "/StreamingAssets" + "/outLogWarining.txt"; #elif UNITY_IPHONE outpathLog = Application.dataPath +"/Raw"+"/outLog.txt"; outpathError = Application.dataPath +"/Raw"+"/outLogError.txt"; outpathWarning = Application.dataPath +"/Raw"+"/outLogWarining.txt"; #elif UNITY_ANDROID outpathLog = Application.persistentDataPath + "/outLog.txt"; outpathError = Application.persistentDataPath + "/outLogError.txt"; outpathWarning = Application.persistentDataPath + "/outLogWarining.txt"; #endif //每次启动客户端删除之前保存的Log if (System.IO.File.Exists(outpathLog)) { File.Delete(outpathLog); } if (System.IO.File.Exists(outpathError)) { File.Delete(outpathError); } if (System.IO.File.Exists(outpathWarning)) { File.Delete(outpathWarning); } } public void WriteLog (string log, string trace, LogType lType) { switch (lType) { case LogType.Log: using (StreamWriter writer = new StreamWriter(outpathLog, true, Encoding.UTF8)) { writer.WriteLine(log); } break; case LogType.Warning: using (StreamWriter writer = new StreamWriter(outpathWarning, true, Encoding.UTF8)) { writer.WriteLine(log); } break; case LogType.Error: using (StreamWriter writer = new StreamWriter(outpathError, true, Encoding.UTF8)) { writer.WriteLine(log); } break; } } }