去掉大部分 调试信息

This commit is contained in:
2025-08-21 14:33:42 +08:00
parent 92faa0fe09
commit 213149881c
27 changed files with 164 additions and 164 deletions

View File

@@ -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<boolean> {
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<boolean> {
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: ${result.result.msg}`);
@@ -138,14 +138,14 @@ export class GameDataSyncManager {
*/
async addHero(heroId: number, heroData?: any): Promise<boolean> {
try {
console.log(`[GameDataSyncManager]: 添加英雄 ID:${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: ${result.result.msg}`);
@@ -166,14 +166,14 @@ export class GameDataSyncManager {
*/
async updateHero(heroId: number, updateData: any): Promise<boolean> {
try {
console.log(`[GameDataSyncManager]: 更新英雄 ID:${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: ${result.result.msg}`);
@@ -195,14 +195,14 @@ export class GameDataSyncManager {
*/
async setHeroProperty(heroId: number, property: any, value: any): Promise<boolean> {
try {
console.log(`[GameDataSyncManager]: 设置英雄属性 ID:${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: ${result.result.msg}`);
@@ -223,14 +223,14 @@ export class GameDataSyncManager {
*/
async levelUpHero(heroId: number,levels: number = 1,): Promise<boolean> {
try {
console.log(`[GameDataSyncManager]: 英雄升级 ID:${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: ${result.result.msg}`);
@@ -254,11 +254,11 @@ export class GameDataSyncManager {
async addItem(itemId: number, count: number): Promise<boolean> {
smc.items[itemId] = (smc.items[itemId] || 0) + count;
try {
console.log(`[GameDataSyncManager]: 增加道具 ID:${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: ${result.result.msg}`);
@@ -311,14 +311,14 @@ export class GameDataSyncManager {
*/
async addTalent(talId: number, count: number): Promise<boolean> {
try {
console.log(`[GameDataSyncManager]: 增加天赋点 ID:${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: ${result.result.msg}`);
@@ -339,14 +339,14 @@ export class GameDataSyncManager {
*/
async consumeTalent(talId: number, count: number): Promise<boolean> {
try {
console.log(`[GameDataSyncManager]: 消耗天赋点 ID:${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: ${result.result.msg}`);
@@ -367,14 +367,14 @@ export class GameDataSyncManager {
*/
async addEquipment(equipId: number, count: number): Promise<boolean> {
try {
console.log(`[GameDataSyncManager]: 增加装备 ID:${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: ${result.result.msg}`);
@@ -395,14 +395,14 @@ export class GameDataSyncManager {
*/
async consumeEquipment(equipId: number, count: number): Promise<boolean> {
try {
console.log(`[GameDataSyncManager]: 消耗装备 ID:${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<boolean> {
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<string, number>, value: any = undefined ): Promise<boolean> {
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<boolean> {
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}`);

View File

@@ -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;
}