如何将log4net与Unity3d结合使用,以使日志输出进入编辑器控制台并记录到文件中? Unity似乎无法使用App.config,因此需要通过代码完成配置,但是使用log4net时如何写入Unity控制台?

最佳答案

首先在Unity编辑器中添加对log4net dll的引用。您可以通过将log4net dll放入Assets/Plugins目录或Assets/Plugins/目录的子目录中来执行此操作。

一旦引用了log4net,您现在就需要设置附加程序,以便log4net知道如何实际开始记录日志。这是我的配置:

/// <summary>
///  Configure logging to write to Logs\EventLog.txt and the Unity console output.
/// </summary>
public static void ConfigureAllLogging()
{
  var patternLayout = new PatternLayout
                      {
                        ConversionPattern = "%date %-5level %logger - %message%newline"
                      };
  patternLayout.ActivateOptions();

  // setup the appender that writes to Log\EventLog.txt
  var fileAppender = new RollingFileAppender
                     {
                       AppendToFile = false,
                       File = @"Logs\EventLog.txt",
                       Layout = patternLayout,
                       MaxSizeRollBackups = 5,
                       MaximumFileSize = "1GB",
                       RollingStyle = RollingFileAppender.RollingMode.Size,
                       StaticLogFileName = true
                     };
  fileAppender.ActivateOptions();

  var unityLogger = new UnityAppender
                    {
                      Layout = new PatternLayout()
                    };
  unityLogger.ActivateOptions();

  BasicConfigurator.Configure(unityLogger, fileAppender);
}

这将设置log4net以便通过Logs\EventLog.txt类记录到UnityAppender和unity的控制台日志记录。 UnityAppender类看起来像这样(我将其作为私有(private)内部类):
/// <summary> An appender which logs to the unity console. </summary>
private class UnityAppender : AppenderSkeleton
{
  /// <inheritdoc />
  protected override void Append(LoggingEvent loggingEvent)
  {
    string message = RenderLoggingEvent(loggingEvent);

    if (Level.Compare(loggingEvent.Level, Level.Error) >= 0)
    {
      // everything above or equal to error is an error
      Debug.LogError(message);
    }
    else if (Level.Compare(loggingEvent.Level, Level.Warn) >= 0)
    {
      // everything that is a warning up to error is logged as warning
      Debug.LogWarning(message);
    }
    else
    {
      // everything else we'll just log normally
      Debug.Log(message);
    }
  }
}

然后,请确保在您知道会被调用的某个地方调用ConfigureAllLogging()。我将其设置在我的全局MonoBehavoirs之一的静态构造函数中。

关于.net - 如何在Unity中使用log4net?,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/23796412/

10-11 12:17