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Preview中怎么利用Unity3D打印日志,相信很多没有经验的人对此束手无策,为此本文总结了问题出现的原因和解决方法,通过这篇文章希望你能解决这个问题。
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创建Editor目录,然后把下面的脚本放进去
using UnityEngine; using UnityEditor; [CustomEditor(typeof(Object), true)] public class PreviewGUIEditor : Editor { /** Update every 15th frame. */ private const int updateOnFrame = 15; private GUIStyle _previewLabelStyle; private GUIStyle previewLabelStyle { get { if (_previewLabelStyle == null) { _previewLabelStyle = new GUIStyle("PreOverlayLabel") { richText = false, alignment = TextAnchor.UpperLeft, fontStyle = FontStyle.Normal }; // Try to get a fixed-width font on macOS. var font = Font.CreateDynamicFontFromOSFont("Monaco", 12); // Failing that, try to get a fixed-width font on Windows. if (font == null) font = Font.CreateDynamicFontFromOSFont("Lucida Console", 12); // XXX What fixed-width font should I request if we're on Linux? if (font != null) _previewLabelStyle.font = font; // Debug.Log("Fonts: \n" + string.Join("\n", Font.GetOSInstalledFontNames())); } return _previewLabelStyle; } } public override bool HasPreviewGUI() { return Application.isPlaying; } public override bool RequiresConstantRepaint() { // Only repaint on the nth frame. return Application.isPlaying && Time.frameCount % updateOnFrame == 0; } public override void OnPreviewGUI(Rect rect, GUIStyle background) { string str = target.ToString(); GUI.Label(rect, str, previewLabelStyle); } }
在我们需要打印日志的类里面 重载ToString()函数,返回需要在preview中输出的内容。
下面是上面截图的示例,一个Player类,在ToString()函数中返回了 health 和 power的输出内容。
using UnityEngine; public class Player : MonoBehaviour { public int health = 10; public int power = 10; // Use this for initialization void Start () { } // Update is called once per frame void Update () { health += 1; power += 2; Debug.LogError("health = "+ health); Debug.LogError("power = "+ power); } public override string ToString() { return "health = " + health+"\n"+ "power = " + power; } }
看完上述内容,你们掌握Preview中怎么利用Unity3D打印日志的方法了吗?如果还想学到更多技能或想了解更多相关内容,欢迎关注创新互联行业资讯频道,感谢各位的阅读!