diff --git a/assets/script/Main.ts b/assets/script/Main.ts index 53aa5219..7265e152 100644 --- a/assets/script/Main.ts +++ b/assets/script/Main.ts @@ -18,8 +18,8 @@ export class Main extends Root { // if(this.isWxClient()){ // WxCloudApi.init("cloud1-6gknw0qk911036d8") // } - PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb | - EPhysics2DDrawFlags.Pair + // PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb | + // EPhysics2DDrawFlags.Pair // EPhysics2DDrawFlags.CenterOfMass | // EPhysics2DDrawFlags.Joint | // EPhysics2DDrawFlags.Shape; diff --git a/assets/script/game/common/GameDataSyncManager.ts b/assets/script/game/common/GameDataSyncManager.ts index dee862bb..53747355 100644 --- a/assets/script/game/common/GameDataSyncManager.ts +++ b/assets/script/game/common/GameDataSyncManager.ts @@ -27,48 +27,48 @@ export class GameDataSyncManager { */ async overrideLocalDataWithRemote(remoteData: UserGameData, dataSource: string) { try { - console.log(`[Initialize]: 开始用${dataSource}数据覆盖客户端数据...`); + // console.log(`[Initialize]: 开始用${dataSource}数据覆盖客户端数据...`); // 直接覆盖基础游戏数据 if (remoteData.data) { Object.assign(smc.data, remoteData.data); - console.log(`[Initialize]: 基础游戏数据已从${dataSource}覆盖`); + // console.log(`[Initialize]: 基础游戏数据已从${dataSource}覆盖`); } // 直接覆盖出战英雄配置 if (remoteData.fight_heros) { Object.assign(smc.fight_heros, remoteData.fight_heros); - console.log(`[Initialize]: 出战英雄配置已从${dataSource}覆盖`); + // console.log(`[Initialize]: 出战英雄配置已从${dataSource}覆盖`); } // 直接覆盖英雄数据 if (remoteData.heros) { smc.heros = { ...remoteData.heros }; - console.log(`[Initialize]: 英雄数据已从${dataSource}覆盖`); + // console.log(`[Initialize]: 英雄数据已从${dataSource}覆盖`); } // 直接覆盖道具数据 if (remoteData.items) { Object.assign(smc.items, remoteData.items); - console.log(`[Initialize]: 道具数据已从${dataSource}覆盖`); + // console.log(`[Initialize]: 道具数据已从${dataSource}覆盖`); } // 直接覆盖天赋数据 if (remoteData.tals) { Object.assign(smc.tals, remoteData.tals); - console.log(`[Initialize]: 天赋数据已从${dataSource}覆盖`); + // console.log(`[Initialize]: 天赋数据已从${dataSource}覆盖`); } // 直接覆盖装备数据 if (remoteData.equips) { Object.assign(smc.equips, remoteData.equips); - console.log(`[Initialize]: 装备数据已从${dataSource}覆盖`); + // console.log(`[Initialize]: 装备数据已从${dataSource}覆盖`); } // 保存到本地存储(确保数据持久化) // smc.saveGameData(); - console.log(`[Initialize]: ${dataSource}数据覆盖完成,已保存到本地`); + // console.log(`[Initialize]: ${dataSource}数据覆盖完成,已保存到本地`); } catch (error) { console.error(`[Initialize]: ${dataSource}数据覆盖失败:`, error); @@ -81,14 +81,14 @@ export class GameDataSyncManager { */ async updateFightHeros(fightHeros: any): Promise { try { - console.log(`[GameDataSyncManager]: 批量更新出战英雄配置:`, fightHeros); + // console.log(`[GameDataSyncManager]: 批量更新出战英雄配置:`, fightHeros); const result = await WxCloudApi.updateFightHeros(fightHeros); if (result.result.code === 200) { // 远程修改成功,同步本地数据 Object.assign(smc.fight_heros, fightHeros); - console.log(`[GameDataSyncManager]: 出战英雄配置更新成功,本地数据已同步`); + // console.log(`[GameDataSyncManager]: 出战英雄配置更新成功,本地数据已同步`); return true; } else { console.warn(`[GameDataSyncManager]: 出战英雄配置更新失败: ${result.result.msg}`); @@ -108,14 +108,14 @@ export class GameDataSyncManager { */ async resetFightHeros(): Promise { try { - console.log(`[GameDataSyncManager]: 重置出战英雄配置`); + // console.log(`[GameDataSyncManager]: 重置出战英雄配置`); const result = await WxCloudApi.resetFightHeros(); if (result.result.code === 200) { // 远程修改成功,同步本地数据 smc.fight_heros = result.result.data; - console.log(`[GameDataSyncManager]: 出战英雄配置重置成功,本地数据已同步`); + // console.log(`[GameDataSyncManager]: 出战英雄配置重置成功,本地数据已同步`); return true; } else { console.warn(`[GameDataSyncManager]: 出战英雄配置重置失败: ${result.result.msg}`); @@ -138,14 +138,14 @@ export class GameDataSyncManager { */ async addHero(heroId: number, heroData?: any): Promise { try { - console.log(`[GameDataSyncManager]: 添加英雄 ID:${heroId}, 数据:`, heroData); + // console.log(`[GameDataSyncManager]: 添加英雄 ID:${heroId}, 数据:`, heroData); const result = await WxCloudApi.addHero(heroId, heroData); if (result.result.code === 200) { // 远程修改成功,同步本地数据 smc.heros[heroId] = result.result.data; - console.log(`[GameDataSyncManager]: 英雄添加成功,本地数据已同步`); + // console.log(`[GameDataSyncManager]: 英雄添加成功,本地数据已同步`); return true; } else { console.warn(`[GameDataSyncManager]: 英雄添加失败: ${result.result.msg}`); @@ -166,14 +166,14 @@ export class GameDataSyncManager { */ async updateHero(heroId: number, updateData: any): Promise { try { - console.log(`[GameDataSyncManager]: 更新英雄 ID:${heroId}, 更新数据:`, updateData); + // console.log(`[GameDataSyncManager]: 更新英雄 ID:${heroId}, 更新数据:`, updateData); const result = await WxCloudApi.updateHero(heroId, updateData); if (result.result.code === 200) { // 远程修改成功,同步本地数据 Object.assign(smc.heros[heroId], result.result.data.new_data); - console.log(`[GameDataSyncManager]: 英雄更新成功,本地数据已同步`); + // console.log(`[GameDataSyncManager]: 英雄更新成功,本地数据已同步`); return true; } else { console.warn(`[GameDataSyncManager]: 英雄更新失败: ${result.result.msg}`); @@ -195,14 +195,14 @@ export class GameDataSyncManager { */ async setHeroProperty(heroId: number, property: any, value: any): Promise { try { - console.log(`[GameDataSyncManager]: 设置英雄属性 ID:${heroId}, 属性:${property}, 值:${value}`); + // console.log(`[GameDataSyncManager]: 设置英雄属性 ID:${heroId}, 属性:${property}, 值:${value}`); const result = await WxCloudApi.setHeroProperty(heroId, property, value); if (result.result.code === 200) { // 远程修改成功,同步本地数据 smc.heros[heroId][property] = value; - console.log(`[GameDataSyncManager]: 英雄属性设置成功,本地数据已同步`); + // console.log(`[GameDataSyncManager]: 英雄属性设置成功,本地数据已同步`); return true; } else { console.warn(`[GameDataSyncManager]: 英雄属性设置失败: ${result.result.msg}`); @@ -223,14 +223,14 @@ export class GameDataSyncManager { */ async levelUpHero(heroId: number,levels: number = 1,): Promise { try { - console.log(`[GameDataSyncManager]: 英雄升级 ID:${heroId}, 级数:${levels}`); + // console.log(`[GameDataSyncManager]: 英雄升级 ID:${heroId}, 级数:${levels}`); const result = await WxCloudApi.levelUpHero(heroId,levels); if (result.result.code === 200) { // 远程修改成功,同步本地数据 smc.heros[heroId].lv = result.result.data.new_value; - console.log(`[GameDataSyncManager]: 英雄升级成功,本地数据已同步`); + // console.log(`[GameDataSyncManager]: 英雄升级成功,本地数据已同步`); return true; } else { console.warn(`[GameDataSyncManager]: 英雄升级失败: ${result.result.msg}`); @@ -254,11 +254,11 @@ export class GameDataSyncManager { async addItem(itemId: number, count: number): Promise { smc.items[itemId] = (smc.items[itemId] || 0) + count; try { - console.log(`[GameDataSyncManager]: 增加道具 ID:${itemId}, 数量:${count}`); + // console.log(`[GameDataSyncManager]: 增加道具 ID:${itemId}, 数量:${count}`); const result = await WxCloudApi.addInventoryItem('items', itemId, count); if (result.result.code === 200) { // 远程修改成功,同步本地数据 - console.log(`[GameDataSyncManager]: 道具增加成功`); + // console.log(`[GameDataSyncManager]: 道具增加成功`); return true; } else { console.warn(`[GameDataSyncManager]: 道具增加失败: ${result.result.msg}`); @@ -283,12 +283,12 @@ export class GameDataSyncManager { return false } try { - console.log(`[GameDataSyncManager]: 消耗道具 ID:${itemId}, 数量:${count}`); + // console.log(`[GameDataSyncManager]: 消耗道具 ID:${itemId}, 数量:${count}`); const result = await WxCloudApi.consumeInventoryItem('items', itemId, count); if (result.result.code === 200) { // 远程修改成功,同步本地数据 smc.items[itemId] = Math.max(0, (smc.items[itemId] || 0) - count); - console.log(`[GameDataSyncManager]: 道具消耗成功,本地数据已同步`); + // console.log(`[GameDataSyncManager]: 道具消耗成功,本地数据已同步`); return true; } else { console.warn(`[GameDataSyncManager]: 道具消耗失败: ${result.result.msg}`); @@ -311,14 +311,14 @@ export class GameDataSyncManager { */ async addTalent(talId: number, count: number): Promise { try { - console.log(`[GameDataSyncManager]: 增加天赋点 ID:${talId}, 数量:${count}`); + // console.log(`[GameDataSyncManager]: 增加天赋点 ID:${talId}, 数量:${count}`); const result = await WxCloudApi.addInventoryItem('tals', talId, count); if (result.result.code === 200) { // 远程修改成功,同步本地数据 smc.tals[talId] = (smc.tals[talId] || 0) + count; - console.log(`[GameDataSyncManager]: 天赋点增加成功,本地数据已同步`); + // console.log(`[GameDataSyncManager]: 天赋点增加成功,本地数据已同步`); return true; } else { console.warn(`[GameDataSyncManager]: 天赋点增加失败: ${result.result.msg}`); @@ -339,14 +339,14 @@ export class GameDataSyncManager { */ async consumeTalent(talId: number, count: number): Promise { try { - console.log(`[GameDataSyncManager]: 消耗天赋点 ID:${talId}, 数量:${count}`); + // console.log(`[GameDataSyncManager]: 消耗天赋点 ID:${talId}, 数量:${count}`); const result = await WxCloudApi.consumeInventoryItem('tals', talId, count); if (result.result.code === 200) { // 远程修改成功,同步本地数据 smc.tals[talId] = Math.max(0, (smc.tals[talId] || 0) - count); - console.log(`[GameDataSyncManager]: 天赋点消耗成功,本地数据已同步`); + // console.log(`[GameDataSyncManager]: 天赋点消耗成功,本地数据已同步`); return true; } else { console.warn(`[GameDataSyncManager]: 天赋点消耗失败: ${result.result.msg}`); @@ -367,14 +367,14 @@ export class GameDataSyncManager { */ async addEquipment(equipId: number, count: number): Promise { try { - console.log(`[GameDataSyncManager]: 增加装备 ID:${equipId}, 数量:${count}`); + // console.log(`[GameDataSyncManager]: 增加装备 ID:${equipId}, 数量:${count}`); const result = await WxCloudApi.addInventoryItem('equips', equipId, count); if (result.result.code === 200) { // 远程修改成功,同步本地数据 smc.equips[equipId] = (smc.equips[equipId] || 0) + count; - console.log(`[GameDataSyncManager]: 装备增加成功,本地数据已同步`); + // console.log(`[GameDataSyncManager]: 装备增加成功,本地数据已同步`); return true; } else { console.warn(`[GameDataSyncManager]: 装备增加失败: ${result.result.msg}`); @@ -395,14 +395,14 @@ export class GameDataSyncManager { */ async consumeEquipment(equipId: number, count: number): Promise { try { - console.log(`[GameDataSyncManager]: 消耗装备 ID:${equipId}, 数量:${count}`); + // console.log(`[GameDataSyncManager]: 消耗装备 ID:${equipId}, 数量:${count}`); const result = await WxCloudApi.consumeInventoryItem('equips', equipId, count); if (result.result.code === 200) { // 远程修改成功,同步本地数据 smc.equips[equipId] = Math.max(0, (smc.equips[equipId] || 0) - count); - console.log(`[GameDataSyncManager]: 装备消耗成功,本地数据已同步`); + // console.log(`[GameDataSyncManager]: 装备消耗成功,本地数据已同步`); return true; } else { console.warn(`[GameDataSyncManager]: 装备消耗失败: ${result.result.msg}`); @@ -419,10 +419,10 @@ export class GameDataSyncManager { async addGameProperty(property: string, value: any): Promise { try { - console.log(`[GameDataSyncManager]: 增加游戏数据 ${property} = ${value}`); + // console.log(`[GameDataSyncManager]: 增加游戏数据 ${property} = ${value}`); const result = await WxCloudApi.addGameDataField(property, value); if (result.result.code === 200) { - console.log(`[GameDataSyncManager]: 游戏数据增加成功`); + // console.log(`[GameDataSyncManager]: 游戏数据增加成功`); return true; } else { console.warn(`[GameDataSyncManager]: 游戏数据增加失败: ${result.result.msg}`); @@ -437,10 +437,10 @@ export class GameDataSyncManager { async spendGameProperty(property: string|Record, value: any = undefined ): Promise { try { - console.log(`[GameDataSyncManager]: 消耗游戏数据 ${property} = ${value}`); + // console.log(`[GameDataSyncManager]: 消耗游戏数据 ${property} = ${value}`); const result = await WxCloudApi.spendGameDataField(property, value); if (result.result.code === 200) { - console.log(`[GameDataSyncManager]: 游戏数据消耗成功`); + // console.log(`[GameDataSyncManager]: 游戏数据消耗成功`); return true; } } catch (error) { @@ -456,7 +456,7 @@ export class GameDataSyncManager { */ async loadAllGameData(): Promise { try { - console.log(`[GameDataSyncManager]: 从云端加载所有游戏数据`); + // console.log(`[GameDataSyncManager]: 从云端加载所有游戏数据`); const result = await WxCloudApi.getAllGameData(); @@ -470,7 +470,7 @@ export class GameDataSyncManager { smc.tals = cloudData.tals; smc.equips = cloudData.equips; - console.log(`[GameDataSyncManager]: 云端数据加载成功,本地数据已同步`); + // console.log(`[GameDataSyncManager]: 云端数据加载成功,本地数据已同步`); return true; } else { console.warn(`[GameDataSyncManager]: 云端数据加载失败: ${result.result.msg}`); diff --git a/assets/script/game/common/SingletonModuleComp.ts b/assets/script/game/common/SingletonModuleComp.ts index 44bf5f5e..9922d219 100644 --- a/assets/script/game/common/SingletonModuleComp.ts +++ b/assets/script/game/common/SingletonModuleComp.ts @@ -280,7 +280,7 @@ export class SingletonModuleComp extends ecs.Comp { const current = this.data[key] || 0; const next = current - need; this.data[key] = next; - console.log(`[SMC]: 消耗游戏数据 ${key} = ${need}, 当前值: ${next}`); + // console.log(`[SMC]: 消耗游戏数据 ${key} = ${need}, 当前值: ${next}`); } return true; } diff --git a/assets/script/game/hero/HeroAnmComp.ts b/assets/script/game/hero/HeroAnmComp.ts index 2b35bf94..8b141274 100644 --- a/assets/script/game/hero/HeroAnmComp.ts +++ b/assets/script/game/hero/HeroAnmComp.ts @@ -20,7 +20,7 @@ export default class HeroAnmComp extends Component{ this._hasStop = true; } onAnimationFinished(type:Animation.EventType, state:AnimationState){ - console.log("[HeroAnmComp]: 动画播放完毕",state.name) + // console.log("[HeroAnmComp]: 动画播放完毕",state.name) if(state.name!="idle"&&state.name!="move"){ this.anmcon.play(this.default_anim) } diff --git a/assets/script/game/hero/HeroViewComp.ts b/assets/script/game/hero/HeroViewComp.ts index 2cf1ca35..f694bf5c 100644 --- a/assets/script/game/hero/HeroViewComp.ts +++ b/assets/script/game/hero/HeroViewComp.ts @@ -137,7 +137,7 @@ export class HeroViewComp extends CCComp { start () { this.as.idle() this.BUFFCOMP=this.node.getComponent(BuffComp); - console.log("[HeroViewComp]:heroview"+this.hero_name,this.Attrs) + // console.log("[HeroViewComp]:heroview"+this.hero_name,this.Attrs) /** 方向 */ this.node.setScale(this.scale,1); this.node.getChildByName("top").setScale(this.scale,1); @@ -291,7 +291,7 @@ export class HeroViewComp extends CCComp { if(diamond>0){ smc.addDiamond(diamond) } - console.log("[HeroViewComp]:do_drop",this.hero_uuid,drop_item,exp,gold,diamond) + // console.log("[HeroViewComp]:do_drop",this.hero_uuid,drop_item,exp,gold,diamond) } add_debuff(type:number,deV:number,deC:number,deR:number){ let n_deR=deR-this.Attrs[BuffAttr.DEBUFF_DOWN] @@ -438,7 +438,7 @@ export class HeroViewComp extends CCComp { if(is_crit) { damage = Math.floor(damage * (1 + (FightSet.CRIT_DAMAGE+crit_d)/100)) } - console.log(this.hero_name+"[HeroViewComp]:heroview :damage|hp|hp_max",damage,this.hp,this.Attrs[BuffAttr.HP_MAX]) + // console.log(this.hero_name+"[HeroViewComp]:heroview :damage|hp|hp_max",damage,this.hp,this.Attrs[BuffAttr.HP_MAX]) damage=this.check_shield(damage) if(damage <= 0) return this.hp -= damage; @@ -586,7 +586,7 @@ export class HeroViewComp extends CCComp { to_update_lv(event:string,data:any){ if(this.fac==FacSet.MON) return - console.log("[HeroViewComp]:升级",this.BUFFCOMP) + // console.log("[HeroViewComp]:升级",this.BUFFCOMP) if(this.hero_uuid!=data.uuid) return this.apply_buff(BuffAttr.HP_MAX,data.hp) this.apply_buff(BuffAttr.AP,data.ap) diff --git a/assets/script/game/hero/Mon.ts b/assets/script/game/hero/Mon.ts index 6afec25d..1e93d03f 100644 --- a/assets/script/game/hero/Mon.ts +++ b/assets/script/game/hero/Mon.ts @@ -33,7 +33,7 @@ export class Monster extends ecs.Entity { load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,is_boss:boolean=false,is_call:boolean=false,enhancement?: any, stageMultipliers?: any) { scale=-1 let box_group=BoxSet.MONSTER - console.log("mon load",uuid) + // console.log("mon load",uuid) // this.addComponents( MonModelComp, BattleMoveComp); var scene = smc.map.MapView.scene; this.brith_light(pos,scene) @@ -53,7 +53,7 @@ export class Monster extends ecs.Entity { move.direction = -1; // 向左移动 move.targetX = -800; // 左边界 smc.vmdata.mission_data.mon_num++ - console.log("[Mon] mission_data.mon_num:",smc.vmdata.mission_data.mon_num) + // console.log("[Mon] mission_data.mon_num:",smc.vmdata.mission_data.mon_num) } brith_light(pos:Vec3,scene:any){ var path = "game/skills/map_birth"; @@ -92,9 +92,9 @@ export class Monster extends ecs.Entity { if (stageMultipliers) { finalHp = Math.floor(baseHp * stageMultipliers.hp); finalAp = Math.floor(baseAp * stageMultipliers.attack); - console.log(`[Monster]: 怪物${hero.name} 关卡倍数 - HP: ${baseHp} x ${stageMultipliers.hp.toFixed(2)} = ${finalHp}, AP: ${baseAp} x ${stageMultipliers.attack.toFixed(2)} = ${finalAp}`); + // console.log(`[Monster]: 怪物${hero.name} 关卡倍数 - HP: ${baseHp} x ${stageMultipliers.hp.toFixed(2)} = ${finalHp}, AP: ${baseAp} x ${stageMultipliers.attack.toFixed(2)} = ${finalAp}`); } else { - console.log(`[Monster]: 怪物${hero.name} 使用基础属性 - HP: ${finalHp}, AP: ${finalAp}`); + // console.log(`[Monster]: 怪物${hero.name} 使用基础属性 - HP: ${finalHp}, AP: ${finalAp}`); } hv.hp = hv.hp_max = finalHp; @@ -116,7 +116,7 @@ export class Monster extends ecs.Entity { // 处理肉鸽模式的增强属性 if (enhancement && enhancement.buffList && enhancement.buffList.length > 0) { - console.log(`[Monster]: 怪物${hero.name}应用增强属性:`, enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`)); + // console.log(`[Monster]: 怪物${hero.name}应用增强属性:`, enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`)); enhancement.buffList.forEach((buff:any)=>{ hv.apply_buff(buff.buffType, buff.value); }) diff --git a/assets/script/game/map/CardComp.ts b/assets/script/game/map/CardComp.ts index 73375565..0ebd69fb 100644 --- a/assets/script/game/map/CardComp.ts +++ b/assets/script/game/map/CardComp.ts @@ -91,7 +91,7 @@ export class CardComp extends CCComp { }, 0.1); } func_select(args: any){ - console.log("[cardcomp]:card func_select",args) + // console.log("[cardcomp]:card func_select",args) this.c_type=cardType.SPECIAL this.c_uuid=args.uuid this.node.getChildByName("show").active=false @@ -116,7 +116,7 @@ export class CardComp extends CCComp { random_select(){ let card =getRandomCardUUID() //随机获取卡牌类型 - console.log("[cardcomp]:rad 开始请求卡牌",card) + // console.log("[cardcomp]:rad 开始请求卡牌",card) switch(card.type){ case cardType.EQUIP: this.equip_select(card) @@ -137,7 +137,7 @@ export class CardComp extends CCComp { sprite.spriteFrame = atlas.getSpriteFrame(TalentList[uuid].path); }); show.getChildByName("info").getComponent(Label).string=TalentList[uuid].info - console.log("[cardcomp]:show_talent",TalentList[uuid],show) + // console.log("[cardcomp]:show_talent",TalentList[uuid],show) } show_skill(uuid:number){ let show=this.node.getChildByName("show") @@ -163,7 +163,7 @@ export class CardComp extends CCComp { // console.error("[CardComp]: 加载骨骼数据失败:", err); // return; // } - // console.log("[CardComp]: 加载骨骼数据成功:", skeleton) + // // console.log("[CardComp]: 加载骨骼数据成功:", skeleton) // // 检查节点是否仍然存在 // const maskNode = show.getChildByName("mask"); // if (!maskNode) { @@ -267,7 +267,7 @@ export class CardComp extends CCComp { show.getChildByName("mask").getChildByName("wbg").active=true break case EquipType.ACCESSORY: - console.log("[cardcomp]:装备卡 饰品") + // console.log("[cardcomp]:装备卡 饰品") break } @@ -330,32 +330,32 @@ export class CardComp extends CCComp { oops.message.dispatchEvent(GameEvent.CardsClose) break case cardType.SKILL: - console.log("[cardcomp]:use_card 技能卡") + // console.log("[cardcomp]:use_card 技能卡") oops.message.dispatchEvent(GameEvent.UseSkillCard,{uuid:this.c_uuid,slot:this.skill_slot}) oops.message.dispatchEvent(GameEvent.CardsClose) this.skill_slot="skill1" break case cardType.EQUIP: - console.log("[cardcomp]:use_card 装备卡") + // console.log("[cardcomp]:use_card 装备卡") // if(!this.cost_gold_check()) return oops.message.dispatchEvent(GameEvent.EquipAdd,{uuid:this.c_uuid,type:EquipInfo[this.c_uuid].type,slot:this.equip_slot}) oops.message.dispatchEvent(GameEvent.CardsClose) break case cardType.SPECIAL: - console.log("[cardcomp]:use_card 功能卡") + // console.log("[cardcomp]:use_card 功能卡") // if(!this.cost_gold_check()) return oops.message.dispatchEvent(GameEvent.UseSpecialCard,{uuid:this.c_uuid}) oops.message.dispatchEvent(GameEvent.CardsClose) break case cardType.ENHANCEMENT: - console.log("[cardcomp]:use_card 强化卡",this.enhancement_data,smc.enhancements) + // console.log("[cardcomp]:use_card 强化卡",this.enhancement_data,smc.enhancements) oops.message.dispatchEvent(GameEvent.UseEnhancement,this.enhancement_data) smc.enhancements[this.enhancement_data.type]=this.enhancement_data.lv - console.log("[cardcomp]:use_card 强化卡",this.enhancement_data,smc.enhancements) + // console.log("[cardcomp]:use_card 强化卡",this.enhancement_data,smc.enhancements) oops.message.dispatchEvent(GameEvent.CardsClose) break case cardType.TALENT: - console.log("[cardcomp]:use_card 天赋卡",this.c_uuid) + // console.log("[cardcomp]:use_card 天赋卡",this.c_uuid) oops.message.dispatchEvent(GameEvent.UseTalentCard,{uuid:this.c_uuid,slot:this.talent_slot}) oops.message.dispatchEvent(GameEvent.CardsClose) break diff --git a/assets/script/game/map/CardController.ts b/assets/script/game/map/CardController.ts index 6365f11e..deca1b41 100644 --- a/assets/script/game/map/CardController.ts +++ b/assets/script/game/map/CardController.ts @@ -23,7 +23,7 @@ export class CardControllerComp extends CCComp { } show_info(uuid:number,type:number){ - console.log("show_info",uuid) + // console.log("show_info",uuid) } protected update(dt: number): void { diff --git a/assets/script/game/map/CardsComp.ts b/assets/script/game/map/CardsComp.ts index eea4a441..dcb6a4f2 100644 --- a/assets/script/game/map/CardsComp.ts +++ b/assets/script/game/map/CardsComp.ts @@ -73,36 +73,36 @@ export class CardsCompComp extends CCComp { this.cancel_btn.active=false switch(e){ case GameEvent.HeroSelect: - console.log("[CardsComp]:显示英雄选择卡牌",data) + // console.log("[CardsComp]:显示英雄选择卡牌",data) let title="选择英雄" this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string=title this.hero_select(data) break case GameEvent.HeroSkillSelect: - console.log("[CardsComp]:显示技能选择卡牌") + // console.log("[CardsComp]:显示技能选择卡牌") this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择技能" this.hero_skill_select(data) break case GameEvent.FuncSelect: - console.log("[CardsComp]:显示功能卡牌") + // console.log("[CardsComp]:显示功能卡牌") this.cancel_btn.active=true this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择卡牌" this.func_select() break case GameEvent.EquipSelect: - console.log("[CardsComp]:显示装备选择卡牌") + // console.log("[CardsComp]:显示装备选择卡牌") this.cancel_btn.active=true this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择装备" this.equip_select(data) break case GameEvent.EnhancementSelect: - console.log("[CardsComp]:显示强化选择卡牌") + // console.log("[CardsComp]:显示强化选择卡牌") this.cancel_btn.active=true this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择强化" this.enhancement_select() break case GameEvent.TalentSelect: - console.log("[CardsComp]:显示天赋选择卡牌") + // console.log("[CardsComp]:显示天赋选择卡牌") this.cancel_btn.active=true this.node.getChildByName("top").getChildByName("title").getChildByName("Label").getComponent(Label).string="选择天赋" this.talent_select(data) @@ -114,14 +114,14 @@ export class CardsCompComp extends CCComp { } talent_select(data:any){ let list=getRandomCardsByType(cardType.TALENT,3,QualitySet.GREEN) - console.log("[CardsComp]:天赋选择卡牌列表",list) + // console.log("[CardsComp]:天赋选择卡牌列表",list) this.card1c.talent_select(list[0],data) this.card2c.talent_select(list[1],data) this.card3c.talent_select(list[2],data) } enhancement_select(){ let list=getEnhancement(smc.enhancements,3) - console.log("[CardsComp]:强化选择卡牌列表",smc.enhancements,list) + // console.log("[CardsComp]:强化选择卡牌列表",smc.enhancements,list) this.card1c.enhancement_select(list[0]) this.card2c.enhancement_select(list[1]) this.card3c.enhancement_select(list[2]) @@ -129,7 +129,7 @@ export class CardsCompComp extends CCComp { hero_select(data:any){ let list=getHeroList(data.called) - console.log("[CardsComp]:英雄选择卡牌列表",list) + // console.log("[CardsComp]:英雄选择卡牌列表",list) this.card1c.hero_select(list[0]) this.card2c.hero_select(list[1]) this.card3c.hero_select(list[2]) @@ -145,7 +145,7 @@ export class CardsCompComp extends CCComp { }else if(data.slot=="skill3"){ list=getRandomCardsByType(cardType.SKILL,3,QualitySet.PURPLE) } - console.log("[CardsComp]:技能选择卡牌列表",list) + // console.log("[CardsComp]:技能选择卡牌列表",list) this.card1c.hero_skill_select(list[0],data) this.card2c.hero_skill_select(list[1],data) this.card3c.hero_skill_select(list[2],data) @@ -164,7 +164,7 @@ export class CardsCompComp extends CCComp { list=getRandomCardsByType(cardType.EQUIP,3,EquipType.ACCESSORY,data.lv) break } - console.log("[CardsComp]:装备选择卡牌列表",list) + // console.log("[CardsComp]:装备选择卡牌列表",list) this.card1c.equip_select(list[0],data) this.card2c.equip_select(list[1],data) this.card3c.equip_select(list[2],data) @@ -172,7 +172,7 @@ export class CardsCompComp extends CCComp { } func_select(){ let list=getRandomCardsByType(cardType.SPECIAL,3) - console.log("[CardsComp]:功能选择卡牌列表",list) + // console.log("[CardsComp]:功能选择卡牌列表",list) this.card1c.func_select(list[0]) this.card2c.func_select(list[1]) this.card3c.func_select(list[2]) @@ -187,7 +187,7 @@ export class CardsCompComp extends CCComp { /** 添加卡牌展示到队列 */ private addToQueue(e: GameEvent, data?: any) { - console.log("[CardsComp]:添加卡牌到队列", e,data); + // console.log("[CardsComp]:添加卡牌到队列", e,data); this.cardQueue.push({type: e, data: data}); this.processQueue(); } @@ -208,16 +208,16 @@ export class CardsCompComp extends CCComp { close_cards(e:GameEvent,data:any){ switch(e){ case GameEvent.HeroSelect: - console.log("[CardsComp]:关闭英雄选择卡牌") + // console.log("[CardsComp]:关闭英雄选择卡牌") break case GameEvent.HeroSkillSelect: - console.log("[CardsComp]:关闭技能选择卡牌") + // console.log("[CardsComp]:关闭技能选择卡牌") break case GameEvent.CardRefresh: - console.log("[CardsComp]:关闭随机刷新卡牌") + // console.log("[CardsComp]:关闭随机刷新卡牌") break case GameEvent.CardsClose: - console.log("[CardsComp]:关闭所有卡牌") + // console.log("[CardsComp]:关闭所有卡牌") break } this.hide() diff --git a/assets/script/game/map/GoodsComp.ts b/assets/script/game/map/GoodsComp.ts index a3544c3e..69f74d59 100644 --- a/assets/script/game/map/GoodsComp.ts +++ b/assets/script/game/map/GoodsComp.ts @@ -112,7 +112,7 @@ export class GoodsComp extends Component { } } do_buy(){ - console.log("[GoodsComp]do_buy",this.goodsData,this.itemData) + // console.log("[GoodsComp]do_buy",this.goodsData,this.itemData) switch(this.goodsData.type){ case GType.ITEM: smc.addItem(this.itemData.uuid,this.goodsData.num) //添加物品 @@ -140,7 +140,7 @@ export class GoodsComp extends Component { } } ad_back_false(){ - console.log("ad_back_false") + // console.log("ad_back_false") } do_ad_back(success:Function,fail:Function){ success.call(this) diff --git a/assets/script/game/map/HCardUICom.ts b/assets/script/game/map/HCardUICom.ts index 25f4162b..90c1409a 100644 --- a/assets/script/game/map/HCardUICom.ts +++ b/assets/script/game/map/HCardUICom.ts @@ -15,7 +15,7 @@ export class HCardUICom extends Component { slot:number=0 start() { - console.log("[HCardUICom]:start") + // console.log("[HCardUICom]:start") } protected onLoad(): void { oops.message.on(GameEvent.UpdateHero,this.to_update_hero,this) @@ -25,14 +25,14 @@ export class HCardUICom extends Component { } to_update_hero(event:any,args:any){ if(args.uuid==this.h_uuid){ - console.log("[HCardUICom]:是我诶:",HeroInfo[args.uuid].name+args.uuid) + // console.log("[HCardUICom]:是我诶:",HeroInfo[args.uuid].name+args.uuid) this.update_data(args.uuid,{type:this.type}) } } update_data(uuid:number,args:any){ this.type=args.type if(args.slot) this.slot=args.slot - console.log("[HCardUICom]:update_data",uuid,this.type,this.slot,args) + // console.log("[HCardUICom]:update_data",uuid,this.type,this.slot,args) this.h_uuid=uuid this.node.getChildByName("in_fight").active=this.check_in_fight() let hero_data = HeroInfo[uuid] diff --git a/assets/script/game/map/HInfoComp.ts b/assets/script/game/map/HInfoComp.ts index 3067752a..f5bd229a 100644 --- a/assets/script/game/map/HInfoComp.ts +++ b/assets/script/game/map/HInfoComp.ts @@ -16,7 +16,7 @@ export class HInfoComp extends Component { } onAdded(args: any) { - console.log("[HInfoComp]:onAdded",args) + // console.log("[HInfoComp]:onAdded",args) this.update_data(args) } update(deltaTime: number) { @@ -26,7 +26,7 @@ export class HInfoComp extends Component { this.h_uuid=uuid let hero_data = HeroInfo[uuid] - console.log("[HInfoComp]:update_data",uuid,hero_data,this.node) + // console.log("[HInfoComp]:update_data",uuid,hero_data,this.node) let lv=smc.heros[uuid]?.lv??1 let anm_path=hero_data.path resources.load("game/heros/hero/"+anm_path+"/idle", AnimationClip, (err, clip) => { @@ -63,7 +63,7 @@ export class HInfoComp extends Component { this.node.getChildByName("lock").active=lv == 0 this.node.getChildByName("unLock").active=lv == 0 let need_item=unlockHeroCost[HeroInfo[this.h_uuid].quality] - console.log("[HInfoComp]:show_lock item:item_uuid:hero_uuid:hero_data",Items[need_item.i_uuid],need_item.i_uuid,this.h_uuid,HeroInfo[this.h_uuid]) + // console.log("[HInfoComp]:show_lock item:item_uuid:hero_uuid:hero_data",Items[need_item.i_uuid],need_item.i_uuid,this.h_uuid,HeroInfo[this.h_uuid]) this.node.getChildByName("unLockNeed").getChildByName("need").getChildByName("has").getComponent(Label).string=smc.items[need_item.i_uuid]??0 this.node.getChildByName("unLockNeed").getChildByName("need").getChildByName("need").getComponent(Label).string=NumberFormatter.formatNumber(need_item.num) diff --git a/assets/script/game/map/HeroPageComp.ts b/assets/script/game/map/HeroPageComp.ts index b166a50b..beea95a1 100644 --- a/assets/script/game/map/HeroPageComp.ts +++ b/assets/script/game/map/HeroPageComp.ts @@ -9,7 +9,7 @@ const { ccclass, property } = _decorator; @ccclass('HeroPageComp') export class HeroPageComp extends Component { start() { - console.log("[HeroPageComp]:start") + // console.log("[HeroPageComp]:start") } update(deltaTime: number) { @@ -17,10 +17,10 @@ export class HeroPageComp extends Component { } update_heros(){ let heros=getHeroList() - console.log("[HeroPageComp]:update_heros",heros) + // console.log("[HeroPageComp]:update_heros",heros) let height= Math.ceil(heros.length/3)*315+30 this.node.getChildByName("main").getChildByName("view").getChildByName("heros").getComponent(UITransform).setContentSize(720,height) - console.log("[HeroPageComp]:UITransform height",this.node.getChildByName("main").getChildByName("view").getChildByName("heros").getComponent(UITransform)) + // console.log("[HeroPageComp]:UITransform height",this.node.getChildByName("main").getChildByName("view").getChildByName("heros").getComponent(UITransform)) this.clear_heros() for(let i=0;i { this.node.getChildByName("icon").getComponent(Animation).addClip(clip); diff --git a/assets/script/game/map/HeroSelectCom.ts b/assets/script/game/map/HeroSelectCom.ts index a528814d..f377b496 100644 --- a/assets/script/game/map/HeroSelectCom.ts +++ b/assets/script/game/map/HeroSelectCom.ts @@ -12,22 +12,22 @@ export class HeroSelectCom extends Component { } onAdded(args: any) { - console.log("[HeroSelectCom]:onAdded",args) + // console.log("[HeroSelectCom]:onAdded",args) this.slot=args.slot this.update_heros() } protected onDisable(): void { - console.log("[HeroSelectCom]:onDisable") + // console.log("[HeroSelectCom]:onDisable") this.clear_heros() } update_heros(){ let heros=smc.getHasHeroUUID() let width= heros.length*230+20 this.node.getChildByName("main").getChildByName("view").getChildByName("heros").getComponent(UITransform).setContentSize(width,320) - console.log("[HeroPageComp]:UITransform width",this.node.getChildByName("main").getChildByName("view").getChildByName("heros").getComponent(UITransform)) + // console.log("[HeroPageComp]:UITransform width",this.node.getChildByName("main").getChildByName("view").getChildByName("heros").getComponent(UITransform)) for(let i=0;i { if (err) { console.error("[ItemComp]: Failed to load item icon", iconPath, err); return; } - console.log("[ItemComp]: setItemIcon", iconPath, spriteFrame); + // console.log("[ItemComp]: setItemIcon", iconPath, spriteFrame); this.node.getChildByName("icon").getComponent(Sprite)!.spriteFrame = spriteFrame; }); } @@ -139,7 +139,7 @@ export class ItemComp extends Component { * 物品点击事件 */ do_click() { - console.log("[ItemComp]: Item clicked", this.item_uuid, this.item_count); + // console.log("[ItemComp]: Item clicked", this.item_uuid, this.item_count); // 根据类型处理不同逻辑 switch (this.type) { @@ -163,7 +163,7 @@ export class ItemComp extends Component { */ private onItemClick() { // 显示物品信息或执行其他逻辑 - console.log("[ItemComp]: Show item info", this.item_uuid); + // console.log("[ItemComp]: Show item info", this.item_uuid); } /** @@ -171,7 +171,7 @@ export class ItemComp extends Component { */ private onItemSelect() { // 处理物品选择逻辑 - console.log("[ItemComp]: Item selected", this.item_uuid); + // console.log("[ItemComp]: Item selected", this.item_uuid); } /** @@ -179,7 +179,7 @@ export class ItemComp extends Component { */ private onItemUse() { // 处理物品使用逻辑 - console.log("[ItemComp]: Use item", this.item_uuid); + // console.log("[ItemComp]: Use item", this.item_uuid); } show_item_info(){ if(this.no_show){ diff --git a/assets/script/game/map/ItemInfoComp.ts b/assets/script/game/map/ItemInfoComp.ts index 60a3d624..28a157c1 100644 --- a/assets/script/game/map/ItemInfoComp.ts +++ b/assets/script/game/map/ItemInfoComp.ts @@ -14,11 +14,11 @@ export class ItemInfoComp extends Component { private isListening: boolean = false; start() { - console.log("[ItemInfoComp]:start"); + // console.log("[ItemInfoComp]:start"); } onAdded(args: any) { - console.log("[ItemInfoComp]:onAdded", args); + // console.log("[ItemInfoComp]:onAdded", args); this.setupTouchListener(); this.update_data(args); } @@ -40,7 +40,7 @@ export class ItemInfoComp extends Component { this.touchListener = input.on(Input.EventType.TOUCH_START, this.onTouchStart, this); this.isListening = true; - console.log("[ItemInfoComp]: Touch listener setup"); + // console.log("[ItemInfoComp]: Touch listener setup"); } /** @@ -52,7 +52,7 @@ export class ItemInfoComp extends Component { this.isListening = false; this.touchListener = null; - console.log("[ItemInfoComp]: Touch listener removed"); + // console.log("[ItemInfoComp]: Touch listener removed"); } } @@ -66,7 +66,7 @@ export class ItemInfoComp extends Component { // 检查触摸点是否在弹窗范围内 if (!this.isTouchInNodeBounds(touchPos, nodePos)) { - console.log("[ItemInfoComp]: Touch outside bounds, closing popup"); + // console.log("[ItemInfoComp]: Touch outside bounds, closing popup"); this.closeItemInfo(); } } @@ -97,7 +97,7 @@ export class ItemInfoComp extends Component { * @param args 物品参数 {item_uuid: number, count?: number} */ update_data(args: any) { - console.log("[ItemInfoComp]:update_data", args); + // console.log("[ItemInfoComp]:update_data", args); if (!args || !args.item_uuid) { console.error("[ItemInfoComp]: Invalid args", args); @@ -139,13 +139,13 @@ export class ItemInfoComp extends Component { */ private setItemIcon(iconPath: string) { let path=`gui/items/${iconPath}` - console.log("[ItemComp]: setItemIcon", path); + // console.log("[ItemComp]: setItemIcon", path); resources.load(path, SpriteFrame, (err, spriteFrame) => { if (err) { console.error("[ItemComp]: Failed to load item icon", iconPath, err); return; } - console.log("[ItemComp]: setItemIcon", iconPath, spriteFrame); + // console.log("[ItemComp]: setItemIcon", iconPath, spriteFrame); this.node.getChildByName("item").getChildByName("icon").getComponent(Sprite)!.spriteFrame = spriteFrame; }); } @@ -268,7 +268,7 @@ export class ItemInfoComp extends Component { * 关闭物品信息弹窗 */ closeItemInfo() { - console.log("[ItemInfoComp]: Close item info"); + // console.log("[ItemInfoComp]: Close item info"); this.removeTouchListener(); oops.gui.removeByNode(this.node) } @@ -277,7 +277,7 @@ export class ItemInfoComp extends Component { * 使用物品 */ useItem() { - console.log("[ItemInfoComp]: Use item", this.item_uuid); + // console.log("[ItemInfoComp]: Use item", this.item_uuid); // 这里可以添加使用物品的逻辑 // 比如消耗物品、触发效果等 } @@ -286,7 +286,7 @@ export class ItemInfoComp extends Component { * 丢弃物品 */ dropItem() { - console.log("[ItemInfoComp]: Drop item", this.item_uuid); + // console.log("[ItemInfoComp]: Drop item", this.item_uuid); // 这里可以添加丢弃物品的逻辑 // 比如从背包中移除、显示确认对话框等 } diff --git a/assets/script/game/map/LuckCardComp.ts b/assets/script/game/map/LuckCardComp.ts index f1c4c1c2..0ff9cce9 100644 --- a/assets/script/game/map/LuckCardComp.ts +++ b/assets/script/game/map/LuckCardComp.ts @@ -8,7 +8,7 @@ export class LuckCardComp extends Component { timer:number=3; start() { this.timer=2 - console.log("[LuckCardComp]:start") + // console.log("[LuckCardComp]:start") } update(deltaTime: number) { diff --git a/assets/script/game/map/MSkillComp.ts b/assets/script/game/map/MSkillComp.ts index bbf04fd0..9a50e7cb 100644 --- a/assets/script/game/map/MSkillComp.ts +++ b/assets/script/game/map/MSkillComp.ts @@ -32,7 +32,7 @@ export class MSkillComp extends CCComp { this.fight_ready() } private master_called(e:any,data:any){ - console.log("[EquipSkillComp]: master_called",data) + // console.log("[EquipSkillComp]: master_called",data) let hero=HeroInfo[data.uuid] if(hero.skills.length>0){ this.get_skill(null,{slot:this.skill_slot,uuid:hero.skills[this.skill_slot_index]}) @@ -40,7 +40,7 @@ export class MSkillComp extends CCComp { } fight_ready(){ - console.log("[MSkillComp]: fight_ready",this.node) + // console.log("[MSkillComp]: fight_ready",this.node) this.node.getChildByName("icon").active=false this.hide_skill_get(null,"skill1") this.skill={ @@ -70,7 +70,7 @@ export class MSkillComp extends CCComp { this.node.getComponent(Animation).stop() } spell_skill(){ - console.log("spell_skill") + // console.log("spell_skill") this.skill.cd_time=0 tween(this.node).to(0.1, {scale:v3(1.2,1.2,1)},{onComplete:()=>{ tween(this.node).to(0.2, {scale:v3(1,1,1)}).start() @@ -84,7 +84,7 @@ export class MSkillComp extends CCComp { } get_skill(e:GameEvent,data:any){ - console.log("[MSkillComp]: get_skill",data) + // console.log("[MSkillComp]: get_skill",data) if(data.slot==this.skill_slot||this.skill_slot_index==data.slot){ this.skill.uuid=data.uuid this.skill.skill_name=SkillSet[data.uuid].name @@ -110,7 +110,7 @@ export class MSkillComp extends CCComp { show_info(e:any,data:any){ - console.log("[MSkillComp]: show_info",this.skill) + // console.log("[MSkillComp]: show_info",this.skill) } diff --git a/assets/script/game/map/MissionComp.ts b/assets/script/game/map/MissionComp.ts index f2633ff5..ecc11919 100644 --- a/assets/script/game/map/MissionComp.ts +++ b/assets/script/game/map/MissionComp.ts @@ -51,7 +51,7 @@ export class MissionComp extends CCComp { // 奖励发放 } do_drop(drop_item:any[],game_data:any={exp:0,gold:0,diamond:0}){ - console.log("[MissionComp] do_drop",drop_item,game_data) + // console.log("[MissionComp] do_drop",drop_item,game_data) this.game_data["exp"]+=game_data.exp this.game_data["gold"]+=game_data.gold this.game_data["diamond"]+=game_data.diamond @@ -83,7 +83,7 @@ export class MissionComp extends CCComp { } } if(drop_item.length>0){ - console.log("[MissionComp] do_drop 剩余物品",drop_item) + // console.log("[MissionComp] do_drop 剩余物品",drop_item) for(let i=0;i0){ @@ -119,7 +119,7 @@ export class MissionComp extends CCComp { } do_hero_dead(event:any,data:any){ - console.log("[MissionComp] do_hero_dead",event,data) + // console.log("[MissionComp] do_hero_dead",event,data) smc.vmdata.mission_data.hero_num-- if(smc.vmdata.mission_data.hero_num<=0) { oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false}) @@ -143,7 +143,7 @@ export class MissionComp extends CCComp { async mission_start(){ - console.log("[MissionComp] ** 1 ** mission_start") + // console.log("[MissionComp] ** 1 ** mission_start") this.node.getChildByName("ending").getComponent(Animation).play("startFight") oops.message.dispatchEvent(GameEvent.FightReady) this.node.active=true @@ -172,7 +172,7 @@ export class MissionComp extends CCComp { fight_end(){ - console.log("任务结束") + // console.log("任务结束") // 延迟0.5秒后执行任务结束逻辑 this.scheduleOnce(() => { smc.mission.play=false @@ -182,7 +182,7 @@ export class MissionComp extends CCComp { } mission_end(){ - console.log("[MissionComp] mission_end") + // console.log("[MissionComp] mission_end") this.node.getChildByName("ending").active=false this.node.active=false } @@ -195,7 +195,7 @@ export class MissionComp extends CCComp { smc.vmdata.mission_data.level=0 this.rewards=[] // 改为数组,用于存储掉落物品列表 this.node.getChildByName("reward").getChildByName("items").removeAllChildren() - console.log("[MissionComp]局内数据初始化",smc.vmdata.mission_data) + // console.log("[MissionComp]局内数据初始化",smc.vmdata.mission_data) } private cleanComponents() { diff --git a/assets/script/game/map/MissionHeroComp.ts b/assets/script/game/map/MissionHeroComp.ts index c19445e8..54012f86 100644 --- a/assets/script/game/map/MissionHeroComp.ts +++ b/assets/script/game/map/MissionHeroComp.ts @@ -32,7 +32,7 @@ export class MissionHeroCompComp extends CCComp { // this.test_call() } clear_heros(){ - console.log("[MissionHeroComp]: FightEnd clear heros") + // console.log("[MissionHeroComp]: FightEnd clear heros") } fight_ready(){ @@ -47,11 +47,11 @@ export class MissionHeroCompComp extends CCComp { // this.current_hero_num=-1 // this.current_hero_uuid=0 smc.vmdata.mission_data.hero_num=0 - console.log("[MissionHeroComp]:fight_ready",smc.fight_heros,Object.keys(smc.fight_heros).length) + // console.log("[MissionHeroComp]:fight_ready",smc.fight_heros,Object.keys(smc.fight_heros).length) let heros:any = smc.fight_heros for(let i=0;i(Hero); let scale = 1 diff --git a/assets/script/game/map/MissionMonComp.ts b/assets/script/game/map/MissionMonComp.ts index 525b1a7d..e87601d4 100644 --- a/assets/script/game/map/MissionMonComp.ts +++ b/assets/script/game/map/MissionMonComp.ts @@ -106,7 +106,7 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使 let level=smc.vmdata.mission_data.level const stageType = getStageType(currentStage,level); const monsterConfigs = getStageMonsterConfigs(currentStage,level); - console.log(`[MissionMonComp]:第${currentStage}关 - ${stageType}类型,怪物数量: ${monsterConfigs.length}`); + // console.log(`[MissionMonComp]:第${currentStage}关 - ${stageType}类型,怪物数量: ${monsterConfigs.length}`); this.generateMonstersFromStageConfig(monsterConfigs); } @@ -116,7 +116,7 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使 const currentStage = smc.data.mission; // 设置怪物总数 - console.log("[MissionMonComp] generateMonstersFromStageConfig",monsterConfigs) + // console.log("[MissionMonComp] generateMonstersFromStageConfig",monsterConfigs) if (!monsterConfigs || monsterConfigs.length === 0) { console.warn(`[MissionMonComp]:关卡${currentStage}配置中没有怪物信息`); return; @@ -139,13 +139,13 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使 ); }); - console.log(`[MissionMonComp]:关卡${currentStage}将生成 ${monsterConfigs.length} 只怪物`); + // console.log(`[MissionMonComp]:关卡${currentStage}将生成 ${monsterConfigs.length} 只怪物`); // 输出增强属性信息 monsterConfigs.forEach((monsterConfig: any) => { if (monsterConfig.enhancement && monsterConfig.enhancement.buffList.length > 0) { - console.log(`[MissionMonComp]:怪物 ${monsterConfig.uuid} (${monsterConfig.type}) 拥有增强属性:`, - monsterConfig.enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`)); + // console.log(`[MissionMonComp]:怪物 ${monsterConfig.uuid} (${monsterConfig.type}) 拥有增强属性:`, + // monsterConfig.enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`)); } }); } @@ -189,7 +189,7 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使 // 增加召唤计数 this.spawnCount++; - console.log(`[MissionMonComp]: 召唤第${this.spawnCount}只${monsterData.type}怪物,剩余队列: ${this.monsterQueue.length}`); + // console.log(`[MissionMonComp]: 召唤第${this.spawnCount}只${monsterData.type}怪物,剩余队列: ${this.monsterQueue.length}`); } } @@ -211,13 +211,13 @@ export class MissionMonCompComp extends CCComp { // 添加刷怪队列 - 使 // 如果有增强属性,记录到控制台 if (enhancement && enhancement.buffList && enhancement.buffList.length > 0) { - console.log(`[MissionMonComp]: 怪物 ${uuid} 获得增强属性:`, - enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`)); + // console.log(`[MissionMonComp]: 怪物 ${uuid} 获得增强属性:`, + // enhancement.buffList.map((buff: any) => `${buff.name}:+${buff.value}`)); } // 如果有关卡倍数,记录到控制台 if (stageMultipliers) { - console.log(`[MissionMonComp]: 怪物 ${uuid} 关卡倍数 - HP: x${stageMultipliers.hp.toFixed(2)}, 攻击: x${stageMultipliers.attack.toFixed(2)}`); + // console.log(`[MissionMonComp]: 怪物 ${uuid} 关卡倍数 - HP: x${stageMultipliers.hp.toFixed(2)}, 攻击: x${stageMultipliers.attack.toFixed(2)}`); } } /** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */ diff --git a/assets/script/game/map/VictoryComp.ts b/assets/script/game/map/VictoryComp.ts index 88cc9373..bda94e89 100644 --- a/assets/script/game/map/VictoryComp.ts +++ b/assets/script/game/map/VictoryComp.ts @@ -27,7 +27,7 @@ export class VictoryComp extends CCComp { } onAdded(args: any) { - console.log("[VictoryComp] onAdded",args,smc.items) + // console.log("[VictoryComp] onAdded",args,smc.items) if(args.game_data){ this.game_data=args.game_data } @@ -90,7 +90,7 @@ export class VictoryComp extends CCComp { }) this.node.getChildByName("btns").getChildByName("double").active=false } - console.log("[VictoryComp]double_reward",smc.items,this.rewards) + // console.log("[VictoryComp]double_reward",smc.items,this.rewards) } restart(){ this.clear_data() @@ -99,11 +99,11 @@ export class VictoryComp extends CCComp { } item_show(e:any,val:any){ - console.log("item_show",val) + // console.log("item_show",val) } protected onDestroy(): void { - console.log("释放胜利界面"); + // console.log("释放胜利界面"); } /** 视图对象通过 ecs.Entity.remove(ModuleViewComp) 删除组件是触发组件处理自定义释放逻辑 */ reset() { diff --git a/assets/script/game/skill/HeroSkillSystem.ts b/assets/script/game/skill/HeroSkillSystem.ts index bd99c748..51c7de5e 100644 --- a/assets/script/game/skill/HeroSkillSystem.ts +++ b/assets/script/game/skill/HeroSkillSystem.ts @@ -42,7 +42,7 @@ // /** 施放技能 */ // private castSkill(caster: ecs.Entity, skillId: number, config: typeof SkillSet[keyof typeof SkillSet]) { // const view = caster.get(HeroViewComp); -// console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid); +// // console.log(view.uuid+"=>"+view.hero_name+"施放技能:"+config.uuid); // if (config.TGroup === TGroup.Enemy) { // caster.get(HeroViewComp).playSkillEffect(config.uuid); // this.doSkill(caster,config); @@ -71,7 +71,7 @@ // new Vec3(targets[0]?.get(HeroViewComp).node.position.x, targets[0]?.get(HeroViewComp).node.position.y, 0), // 目标位置 // view // ); -// console.log("技能:"+config.uuid+"=>"+targets[0]?.get(HeroViewComp).hero_name); +// // console.log("技能:"+config.uuid+"=>"+targets[0]?.get(HeroViewComp).hero_name); // } // private selectEnemyTargets(caster: ecs.Entity, config: typeof SkillSet[keyof typeof SkillSet]): ecs.Entity[] { @@ -120,7 +120,7 @@ // public clear_timer() { -// console.log("clear_timer"); +// // console.log("clear_timer"); // Object.values(this._timers).forEach(clearTimeout); // } // onDestroy() { diff --git a/assets/script/game/skills/AnmEndCom.ts b/assets/script/game/skills/AnmEndCom.ts index 08cd6b9f..b55e494f 100644 --- a/assets/script/game/skills/AnmEndCom.ts +++ b/assets/script/game/skills/AnmEndCom.ts @@ -7,7 +7,7 @@ export class AnmEndCom extends Component { if(this.node.getComponent(Animation)){ let anim = this.node.getComponent(Animation); - console.log("has anim",anim) + // console.log("has anim",anim) anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this); } diff --git a/assets/script/game/skills/debuff.ts b/assets/script/game/skills/debuff.ts index d69ee205..baab6db9 100644 --- a/assets/script/game/skills/debuff.ts +++ b/assets/script/game/skills/debuff.ts @@ -22,9 +22,9 @@ export class debuff extends Component { if(this.deff_cd >=1){ // this.node.setPosition(v3(-1000,0,0)) if(this.hero){ - this.hero.in_atked() - this.hero.hp_less(Math.ceil(this.base.ap/this.base.time)) - console.log("debuff 总扣血:"+this.base.ap+" 每秒: "+Math.ceil(this.base.ap/this.base.time)) + // this.hero.in_atked() + // this.hero.hp_less(Math.ceil(this.base.ap/this.base.time)) + // console.log("debuff 总扣血:"+this.base.ap+" 每秒: "+Math.ceil(this.base.ap/this.base.time)) } this.deff_cd=0 } diff --git a/build-templates/wechatgame/cloud_functions/cocos_cloud/modules/auth.js b/build-templates/wechatgame/cloud_functions/cocos_cloud/modules/auth.js index f8682cdc..a10dfabc 100644 --- a/build-templates/wechatgame/cloud_functions/cocos_cloud/modules/auth.js +++ b/build-templates/wechatgame/cloud_functions/cocos_cloud/modules/auth.js @@ -81,13 +81,13 @@ async function getOrCreaterUser(db, openid) { }); userData._id = addResult._id; - console.log(`新用户已创建: ${openid}, 版本: ${initData.data_version}`); + // console.log(`新用户已创建: ${openid}, 版本: ${initData.data_version}`); } else { userData = res.data[0]; // 检查数据版本兼容性 const versionCheck = checkDataVersionCompatibility(userData.data_version); - console.log(`用户 ${openid} 数据版本检查:`, versionCheck); + // console.log(`用户 ${openid} 数据版本检查:`, versionCheck); if (versionCheck.needsUpgrade) { // 使用新的数据管理系统合并和升级数据 @@ -110,7 +110,7 @@ async function getOrCreaterUser(db, openid) { userData.equips = upgradedData.equips; userData.data_version = upgradedData.data_version; - console.log(`用户 ${openid} 数据已升级到版本: ${upgradedData.data_version}`); + // console.log(`用户 ${openid} 数据已升级到版本: ${upgradedData.data_version}`); } }