UnityAPI.Debug调试(Yanlz+logger+Break+DrawLine+DrawRay+Log+LogError+LogWarning+Assert+LogFormat+立钻哥哥+)

UnityAPI.Debug调试

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完成日期

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UnityAPI_Debug_V01_1.0

严立钻

 

2018.09.04

 

 

 

 

 

 

 

 

#《UnityAPI.Debug调试》发布说明:

++++“UnityAPI.Debug调试”是对UnityAPIDebug类的剖析和拓展;

 

 

 

 

#Debug调试

#Debug调试

#Debug调试

++++A、Description描述

++++B、Static Variables静态变量

++++C、Static Functions静态函数

++++D、Message消息

 

 

 

 

 

 

#A、Description描述

#A、Description描述

++A、Description描述

++++立钻哥哥:当开发一个游戏时,类中的方法方便调试

 

 

 

 

 

#B、Static Variables静态变量

#B、Static Variables静态变量

++B、Variables变量

++++B.1、developerConsoleVisible 开发人员控制台可见

++++B.2、isDebugBuild 是否调试版本

++++B.3、logger 日志记录器

 

 

 

##B.1、developerConsoleVisible 开发人员控制台可见

##B.1、developerConsoleVisible 开发人员控制台可见

++B.1、developerConsoleVisible 开发人员控制台可见

++++立钻哥哥:Debug.developerConsoleVisible 开发人员控制台可见

public static bool developerConsoleVisible;

 

++Description描述

++++立钻哥哥:打开或关闭调试控制台

 

 

 

 

 

##B.2、isDebugBuild 是否调试版本

##B.2、isDebugBuild 是否调试版本

++B.2、isDebugBuild 是否调试版本

++++立钻哥哥:Debug.isDebugBuild 是否调试版本

public static bool isDebugBuild;

 

++Description描述

++++在Build Settings对话框中有一个叫做“Development Build”复选框

++++如果是检查isDebugBuild将是正确的;在编辑器中isDebugBuild总是返回true;当开发一个游戏时建议删除所有的调用调试,这样可以很容易的部署测试构建调试构建调试打印并最终构建;

using UnityEngine;

using System.Collections;

 

public class MyDebugClass : MonoBehaviour{

    void MyExample(){

        if(Debug.isDebugBuild){

            Debug.Log(立钻哥哥:This is a debug build!);

        }

    }

}    //立钻哥哥:public class MyDebugClass:MonoBehaviour{}

 

 

 

 

 

##B.3、logger 日志记录器

##B.3、logger 日志记录器

++B.3、logger 日志记录器

++++立钻哥哥:Debug.logger 日志记录器

public static ILogger logger;

 

++Description描述

++++立钻哥哥:获取默认的调试日志

++++Unity控制台的日志消息使用默认日志记录器

using UnityEngine;

using System.Collections;

 

public class MyDebugClass : MonoBehaviour{

    private static ILogger logger = Debug.logger;

    private static string kTAG = 立钻哥哥;

 

    void MyGameMethod(){

        logger.Log(kTAG, 立钻哥哥);

        Debug.logger.Log(kTAG, 小珏妹妹);

    }

}    //立钻哥哥:public class MyDebugClass:MonoBehaviour{}

 

 

 

 

 

 

 

#C、Static Function静态函数

#C、Static Function静态函数

++C、Static Function静态函数

++++C.1、Assert() 断言

++++C.2、AssertFormat() 声明格式

++++C.3、Break() 终止

++++C.4、ClearDeveloperConsole() 清除开发人员控制台

++++C.5、DrawLine() 画线

++++C.6、DrawRay() 画射线

++++C.7、Log() 日志

++++C.8、LogAssertion() 日志断言

++++C.9、LogAssertionFormat() 日志断言格式

++++C.10、LogError() 错误日志

++++C.11、LogErrorFormat() 错误日志格式

++++C.12、LogException() 日志异常

++++C.13、LogFormat() 日志格式

++++C.14、LogWarning() 警告日志

++++C.15、LogWarningFormat() 警告日志格式

 

 

 

##C.1、Assert() 断言

##C.1、Assert() 断言

++C.1、Assert() 断言

++++立钻哥哥:Debug.Assert() 断言

public static void Assert(bool condition);

public static void Assert(bool condition, Object context);

public static void Assert(bool condition, object message);

public static void Assert(bool condition, object message, Object context);

++++[condition]:Condition you expect to be true;

++++[context]:Object to with the message applies;

++++[message]:String or object to be converted to string representation for display;

 

++Description描述

++++立钻哥哥:断言一个条件,当条件为false时输出格式化的错误信息到Unity控制台

++++LogType.Assert类型信息的记录

 

 

 

 

 

##C.2、AssertFormat() 声明格式

##C.2、AssertFormat() 声明格式

++C.2、AssertFormat() 声明格式

++++立钻哥哥:Debug.AssertFormat 声明格式

public static void AssertFormat(bool condition, string format, params object[] args);

public static void AssertFormat(bool condition, Object context, string format, params object[] args);

++++[condition]:Condition you expect to be true;

++++[format]:A composite format string;

++++[args]:Format arguments;

++++[context]:Object to which the message applies;

 

++Description描述

++++立钻哥哥:断言一个条件,当条件为false时输出格式化的错误信息到Unity控制台

 

 

 

 

 

##C.3、Break() 终止

##C.3、Break() 终止

++C.3、Break() 终止

++++立钻哥哥:Debug.Break 终止

public static void Break();

 

++Description描述

++++立钻哥哥:暂停编辑器

++++当想要在面板上检查某些值而不能暂停的时候,该函数是有用的

using UnityEngine;

using System.Collections;

 

public class MyDebugClass : MonoBehaviour{

    void MyExample(){

        Debug.Break();

    }

}    //立钻哥哥:public class MyDebugClass:MonoBehaviour{}

 

 

 

 

 

##C.4、ClearDeveloperConsole() 清除开发人员控制台

##C.4、ClearDeveloperConsole() 清除开发人员控制台

++C.4、ClearDeveloperConsole() 清除开发人员控制台

++++立钻哥哥:Debug.ClearDeveloperConsole 清除开发人员控制台

public static void ClearDeveloperConsole();

 

++Description描述

++++立钻哥哥:清除开发人员控制台的错误

 

 

 

 

 

##C.5、DrawLine() 画线

##C.5、DrawLine() 画线

++C.5、DrawLine() 画线

++++立钻哥哥:Debug.DrawLine 画线

public static void DrawLine(Vector3 start, Vector3 end, Color color = Color.white, float duration = 0.0f, bool depthTest = true);

++++[start]:Point in world space where the line should start;

++++[end]:Point in world space where the line should end;

++++[color]:Color of the line;

++++[duration]:How long the line should be visible for;

++++[depthTest]:Should the line be obscured by objects closer to the camera?

 

++Description描述

++++立钻哥哥:在指定的起点与终点之间画条线

++++该线条将会显示在编辑器窗口的场景中;如果在游戏视窗打开绘画线框,该线条也会被画在该视图;在可持续的时间内(以秒为单位)该线将在第一次显示后可见;duration值为0表示该线仅显示一帧可见;

++++注意:这仅供调试;编辑线框用Gizmos.DrawLine或Handles.DrawLine代替该方法;

using UnityEngine;

using System.Collections;

 

public class MyDebugClass : MonoBehaviour{

    void Update(){

        Debug.DrawLine(Vector3.zero, new Vector3(1,0,0), Color.red);

    }

}    //立钻哥哥:public class MyDebugClass:MonoBehaviour{}

 

using UnityEngine;

using System.Collections;

 

public class MyDebugClass : MonoBehaviour{

    void OnCollisionEnter(Collision collision){

        foreach(ContactPoint contact in collision.contacts){

            Debug.DrawLine(contact.point, contact.point + contact.normal, Color.green, 2, false);

        }

    }

}    //立钻哥哥:public class MyDebugClass:MonoBehaviour{}

 

 

 

 

 

##C.6、DrawRay() 画射线

##C.6、DrawRay() 画射线

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

++立钻哥哥推荐的拓展学习链接(Link_Url)

立钻哥哥推荐的拓展学习链接(Link_Url)

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++++Cocos2dx面试题https://blog.csdn.net/VRunSoftYanlz/article/details/78630967

++++CocosStudio快速入门https://blog.csdn.net/VRunSoftYanlz/article/details/82356839

++++UnityAPI.Rigidbody刚体https://blog.csdn.net/VRunSoftYanlz/article/details/81784053

++++UnityAPI.Material材质https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++UnityAPI.Android安卓https://blog.csdn.net/VRunSoftYanlz/article/details/81843193

++++UnityAPI.AndroidJNI安卓JNIhttps://blog.csdn.net/VRunSoftYanlz/article/details/81879345

++++UnityAPI.Transform变换https://blog.csdn.net/VRunSoftYanlz/article/details/81916293

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++++U3D小项目参考https://blog.csdn.net/vrunsoftyanlz/article/details/80141811

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++++U3D_Shader编程(第一篇:快速入门篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372071

++++U3D_Shader编程(第二篇:基础夯实篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372628

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++++游戏相关缩写https://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz/

 

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