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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!

相关链接:

我的框架地址:https://github.com/liangxiegame/QFramework

教程源码:https://github.com/liangxiegame/QFramework/tree/master/Assets/HowToWriteUnityGameFramework/

QFramework &游戏框架搭建QQ交流群: 623597263

转载请注明地址:凉鞋的笔记 http://liangxiegame.com/

微信公众号:liangxiegame

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