message | 字符串或对象,将被转换为字符串表示进行显示。 |
context | 此消息应用到的对象。 |
将消息记录到 Unity 控制台。
使用 Debug.Log 输出可帮助您调试应用程序的信息性消息。例如,您可以输出包含 GameObject.name 的消息以及有关该对象当前状态的信息。
可以使用字符串连接来设置消息的格式:
Debug.Log("Text: " + myText.text);
也可以使用富文本标记。
如果作为可选的 context
参数来传递 GameObject 或 Component,
则当您在 Console
中单击日志消息时,Unity 将暂时在 Hierarchy
窗口中
高亮显示对象。当场景中有某个对象的多个实例时,请使用 context
对象,
以便可以识别生成该消息的实例。下面的示例 2/
说明了此功能的工作方式。运行该示例时,首先单击该示例在场景中
创建的其中一个立方体。该示例将日志消息输出到 Console
。
单击消息时,Unity 将在 Hierarchy
窗口中高亮显示 context
对象 — 在本示例中是您在场景中单击的立方体。
示例 1:显示了 Debug.Log 的一些用法:
using UnityEngine; using System.Collections;
public class MyGameClass : MonoBehaviour { // A Light used in the Scene and needed by MyGameMethod(). public Light light;
void MyGameMethod() { // Message with a GameObject name. Debug.Log("Hello: " + gameObject.name);
// Message with light type. This is an Object example. Debug.Log(light.type);
// Message using rich text. Debug.Log("<color=red>Error: </color>AssetBundle not found"); } }
示例 2:显示点击的 GameObject 的选择:
using System.Collections; using System.Collections.Generic; using UnityEngine;
// Debug.Log example // // Create three cubes. Place them around the world origin. // If a cube is clicked use Debug.Log to announce it. Use // Debug.Log with two arguments. Argument two allows the // cube to be automatically selected in the hierarchy when // the console message is clicked. // // Add this script to an empty GameObject.
public class Example : MonoBehaviour { private GameObject[] cubes;
void Awake() { // Create three cubes and place them close to the world space center. cubes = new GameObject[3]; float f = 25.0f; float p = -2.0f; float[] z = new float[] {0.5f, 0.0f, 0.5f};
for (int i = 0; i < 3; i++) { // Position and rotate each cube. cubes[i] = GameObject.CreatePrimitive(PrimitiveType.Cube); cubes[i].name = "Cube" + (i + 1).ToString(); cubes[i].transform.Rotate(0.0f, f, 0.0f); cubes[i].transform.position = new Vector3(p, 0.0f, z[i]); f -= 25.0f; p = p + 2.0f; }
// Position and rotate the camera to view all three cubes. Camera.main.transform.position = new Vector3(3.0f, 1.5f, 3.0f); Camera.main.transform.localEulerAngles = new Vector3(25.0f, -140.0f, 0.0f); }
void Update() { // Process a mouse button click. if (Input.GetMouseButtonDown(0)) { var ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit;
if (Physics.Raycast(ray, out hit)) { // Visit each cube and determine if it has been clicked. for (int i = 0; i < 3; i++) { if (hit.collider.gameObject == cubes[i]) { // This cube was clicked. Debug.Log("Hit " + cubes[i].name, cubes[i]); } } } } } }
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