From 3a8f015a78c77ee87ffdc33016047d73c5bd240e Mon Sep 17 00:00:00 2001 From: panw Date: Tue, 3 Feb 2026 16:49:24 +0800 Subject: [PATCH] =?UTF-8?q?refactor:=20=E7=A7=BB=E9=99=A4=E8=B0=83?= =?UTF-8?q?=E8=AF=95=E6=97=A5=E5=BF=97=E5=B9=B6=E7=BB=9F=E4=B8=80=E4=BD=BF?= =?UTF-8?q?=E7=94=A8=E6=97=A5=E5=BF=97=E5=B7=A5=E5=85=B7?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - 删除多个文件中的 console.log/console.warn/console.error 调试输出 - 将日志输出统一替换为 mLogger 工具,支持调试模式控制 - 清理注释掉的调试代码和空方法体 --- assets/script/game/hero/Hero.ts | 9 ++---- assets/script/game/hero/HeroAnmComp.ts | 1 - assets/script/game/hero/HeroAtkSystem.ts | 6 ++-- assets/script/game/hero/HeroAttrsComp.ts | 2 +- assets/script/game/hero/HeroSkills.ts | 2 +- assets/script/game/hero/HeroSpine.ts | 7 +---- assets/script/game/hero/HeroViewComp.ts | 3 +- assets/script/game/hero/SACastSystem.ts | 18 +++++++----- assets/script/game/initialize/Initialize.ts | 29 ++++++++++--------- assets/script/game/map/MissionCardComp.ts | 2 +- assets/script/game/map/MissionComp.ts | 5 +--- assets/script/game/map/MissionGetsComp.ts | 8 +++-- assets/script/game/map/MissionHeroComp.ts | 6 ---- assets/script/game/map/MissionMonComp.ts | 2 +- assets/script/game/map/VictoryComp.ts | 22 +++++++------- assets/script/game/map/view/MapViewComp.ts | 1 - .../game/map/view/map/layer/EntityLayer.ts | 1 - .../game/map/view/map/layer/SkillLayer.ts | 2 -- assets/script/game/skill/SMoveSystem.ts | 7 +++-- assets/script/game/skill/Skill.ts | 8 ++--- assets/script/game/skill/SkillView.ts | 4 +-- 21 files changed, 65 insertions(+), 80 deletions(-) diff --git a/assets/script/game/hero/Hero.ts b/assets/script/game/hero/Hero.ts index c9daff67..dd94ac56 100644 --- a/assets/script/game/hero/Hero.ts +++ b/assets/script/game/hero/Hero.ts @@ -7,8 +7,6 @@ import { HeroViewComp } from "./HeroViewComp"; import { BoxSet, FacSet, IndexSet } from "../common/config/GameSet"; import { HeroInfo, HeroPos, HType } from "../common/config/heroSet"; import { GameEvent } from "../common/config/GameEvent"; -import { SkillSet } from "../common/config/SkillSet"; -import { time } from "console"; import { getNeAttrs, getAttrs ,Attrs} from "../common/config/HeroAttrs"; import { HeroSkillsComp } from "./HeroSkills"; import { HeroMoveComp } from "./HeroMove"; @@ -24,6 +22,7 @@ export class Hero extends ecs.Entity { View!: HeroViewComp; HeroMove!: HeroMoveComp; TalComp!: TalComp; + debugMode: boolean = false; // 是否启用调试模式 protected init() { this.addComponents( HeroMoveComp, @@ -50,7 +49,6 @@ export class Hero extends ecs.Entity { /** 加载角色 */ load(pos: Vec3 = Vec3.ZERO,scale:number = 1,uuid:number=1001,fight_pos:number=1,is_master:boolean=false,is_friend:boolean=false) { - // console.log("英雄加载:",uuid,pos,scale,info) scale = 1 // 查找空闲英雄槽位 let size=1 @@ -66,9 +64,8 @@ export class Hero extends ecs.Entity { // 🔥 设置初始 SiblingIndex - 英雄基础层级 + 位置偏移 - console.log("hero",node.getSiblingIndex()); + mLogger.log(this.debugMode,"hero",node.getSiblingIndex()); - // console.log("hero load",pos) var hv = node.getComponent(HeroViewComp)!; const model = this.get(HeroAttrsComp); const skillsComp = this.get(HeroSkillsComp); @@ -89,7 +86,7 @@ export class Hero extends ecs.Entity { model.rangeType = hero.rangeType; // 只有主角才挂载天赋组件 if (is_master) { - console.log(`[Hero] 主角创建, uuid=${uuid}`); + mLogger.log(this.debugMode,`[Hero] 主角创建, uuid=${uuid}`); this.add(TalComp); this.add(HeroMasterComp) const talComp = this.get(TalComp); diff --git a/assets/script/game/hero/HeroAnmComp.ts b/assets/script/game/hero/HeroAnmComp.ts index 0d6a66be..1c3a7178 100644 --- a/assets/script/game/hero/HeroAnmComp.ts +++ b/assets/script/game/hero/HeroAnmComp.ts @@ -28,7 +28,6 @@ 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) if(state.name!="idle"&&state.name!="move"&&state.name!="dead"&&state.name!="stun"){ this.anmcon.play(this.default_anim) } diff --git a/assets/script/game/hero/HeroAtkSystem.ts b/assets/script/game/hero/HeroAtkSystem.ts index 041bbe91..e8e53102 100644 --- a/assets/script/game/hero/HeroAtkSystem.ts +++ b/assets/script/game/hero/HeroAtkSystem.ts @@ -278,7 +278,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd CView.scheduleRevive(1.0); } - console.log(`[HeroAtkSystem] Hero waiting to revive from Thorns! Lives left: ${CAttrs.Attrs[Attrs.REVIVE_COUNT]}`); + mLogger.log(this.debugMode, 'HeroAtkSystem', `[HeroAtkSystem] Hero waiting to revive from Thorns! Lives left: ${CAttrs.Attrs[Attrs.REVIVE_COUNT]}`); return; } @@ -286,7 +286,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd if (CAttrs.is_master&&CAttrs.Attrs[Attrs.REVIVE_COUNT] <= 0) { smc.mission.stop_mon_action = true; oops.message.dispatchEvent(GameEvent.HeroDead, { hero_uuid: CAttrs.hero_uuid}); - console.log("[HeroAtkSystem] Hero died from thorns, stopping monster action (spawn/move)"); + mLogger.log(this.debugMode, 'HeroAtkSystem', "[HeroAtkSystem] Hero died from thorns, stopping monster action (spawn/move)"); } this.doDead(caster); @@ -409,7 +409,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd this.onDeath(entity); if (this.debugMode) { - console.log(`[HeroAtkSystem] ${TAttrsComp.hero_name} 死亡`); + mLogger.log(this.debugMode, 'HeroAtkSystem', `[HeroAtkSystem] ${TAttrsComp.hero_name} 死亡`); } } diff --git a/assets/script/game/hero/HeroAttrsComp.ts b/assets/script/game/hero/HeroAttrsComp.ts index 06526063..3b2485ba 100644 --- a/assets/script/game/hero/HeroAttrsComp.ts +++ b/assets/script/game/hero/HeroAttrsComp.ts @@ -283,7 +283,7 @@ export class HeroAttrsComp extends ecs.Comp { } this.shield += addValue; this.dirty_shield = true; // 标记护盾需要更新 - console.log(`[HeroAttrs] 护盾变更: ${this.hero_name}, 变化=${addValue.toFixed(1)}, ${oldShield.toFixed(1)} -> ${this.shield.toFixed(1)}`); + mLogger.log(this.debugMode, 'HeroAttrs', `[HeroAttrs] 护盾变更: ${this.hero_name}, 变化=${addValue.toFixed(1)}, ${oldShield.toFixed(1)} -> ${this.shield.toFixed(1)}`); } // ==================== BUFF 管理 ==================== /** diff --git a/assets/script/game/hero/HeroSkills.ts b/assets/script/game/hero/HeroSkills.ts index 0ab3c71a..daba12ca 100644 --- a/assets/script/game/hero/HeroSkills.ts +++ b/assets/script/game/hero/HeroSkills.ts @@ -72,7 +72,7 @@ export class HeroSkillsComp extends ecs.Comp { const s_uuid = sUuids[i]; const config = SkillSet[s_uuid]; if (!config) { - console.warn(`[HeroSkills] 技能配置不存在: ${s_uuid}`); + mLogger.warn(this.debugMode, 'HeroSkills', `[HeroSkills] 技能配置不存在: ${s_uuid}`); continue; } // 第0个技能的 cd_max 取 herosinfo[uuid].as diff --git a/assets/script/game/hero/HeroSpine.ts b/assets/script/game/hero/HeroSpine.ts index 69cfa993..ad7f62ad 100644 --- a/assets/script/game/hero/HeroSpine.ts +++ b/assets/script/game/hero/HeroSpine.ts @@ -36,18 +36,15 @@ export class HeroSpine extends Component { } idle(){ - // console.log("change to idle",this.status); - // console.log("do Idle"); + if(this.status=="idle") return this.status="idle" this.anm.idle() } atk() { - // console.log("do atk"); this.anm.atk() } max(){ - // console.log("do max"); this.anm.max() } play(name:string){ @@ -70,7 +67,6 @@ export class HeroSpine extends Component { this.anm.atked() } dead(){ - // console.log("do dead"); this.anm.dead() } do_buff(){ @@ -80,7 +76,6 @@ export class HeroSpine extends Component { this.anm.buff() } move(){ - // console.log("change to move",this.status); if(this.status=="move") return this.status="move" this.anm.move() diff --git a/assets/script/game/hero/HeroViewComp.ts b/assets/script/game/hero/HeroViewComp.ts index 82310937..83ea4737 100644 --- a/assets/script/game/hero/HeroViewComp.ts +++ b/assets/script/game/hero/HeroViewComp.ts @@ -63,7 +63,6 @@ export class HeroViewComp extends CCComp { private damageInterval: number = 0.01; // 伤害数字显示间隔 onLoad() { this.as = this.getComponent(HeroSpine); - //console.log("[HeroViewComp]:hero view comp ",this.FIGHTCON) const collider = this.node.getComponent(BoxCollider2D); this.scheduleOnce(()=>{ if (collider) { @@ -377,7 +376,7 @@ export class HeroViewComp extends CCComp { // 恢复怪物行动 if (this.model.is_master) { smc.mission.stop_mon_action = false; - console.log("[HeroViewComp] Hero revived, resuming monster action"); + mLogger.log(this.debugMode, 'HeroViewComp', "[HeroViewComp] Hero revived, resuming monster action"); } } diff --git a/assets/script/game/hero/SACastSystem.ts b/assets/script/game/hero/SACastSystem.ts index 2fa08b5d..4ab410c6 100644 --- a/assets/script/game/hero/SACastSystem.ts +++ b/assets/script/game/hero/SACastSystem.ts @@ -11,6 +11,7 @@ import { TalEffet, TriType } from "../common/config/TalSet"; import { BoxSet, FacSet } from "../common/config/GameSet"; import { GameConst } from "../common/config/GameConst"; import { Attrs } from "../common/config/HeroAttrs"; +import { mLogger } from "../common/Logger"; /** * ==================== 自动施法系统 ==================== @@ -29,6 +30,7 @@ import { Attrs } from "../common/config/HeroAttrs"; */ @ecs.register('SACastSystem') export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate { + debugMode: boolean = false; // 是否启用调试模式 filter(): ecs.IMatcher { return ecs.allOf(HeroSkillsComp, HeroAttrsComp, HeroViewComp); @@ -155,7 +157,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat const heroAttrs=casterEntity.get(HeroAttrsComp) const config = SkillSet[s_uuid]; if (!config) { - console.error("[SACastSystem] 技能配置不存在:", s_uuid); + mLogger.error(this.debugMode, 'SACastSystem', "[SACastSystem] 技能配置不存在:", s_uuid); return false; } @@ -182,7 +184,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat // 获取目标位置(伤害技能) let targets = this.sTargets(heroView, s_uuid); if (targets.length === 0) { - console.warn("[SACastSystem] 没有找到有效目标"); + mLogger.warn(this.debugMode, 'SACastSystem', "[SACastSystem] 没有找到有效目标"); return false; } // 2.1 普通攻击逻辑 @@ -243,14 +245,14 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],ext_dmg:number=0) { // 检查节点有效性 if (!caster.node || !caster.node.isValid) { - console.warn("[SACastSystem] 施法者节点无效"); + mLogger.warn(this.debugMode, 'SACastSystem', "[SACastSystem] 施法者节点无效"); return; } // 获取场景节点 const parent = caster.node.parent; if (!parent) { - console.warn("[SACastSystem] 场景节点无效"); + mLogger.warn(this.debugMode, 'SACastSystem', "[SACastSystem] 场景节点无效"); return; } @@ -263,7 +265,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat const startPos = caster.node.position.clone(); const targetPos = targets[0]; // 使用第一个目标位置 - // console.log(`[SACastSystem]: ${s_uuid}, 起始位置: ${startPos}, 目标位置: ${targetPos}`); + // mLogger.log(this.debugMode, 'SACastSystem', `[SACastSystem]: ${s_uuid}, 起始位置: ${startPos}, 目标位置: ${targetPos}`); // 加载技能实体(包括预制体、组件初始化等) skill.load(startPos, parent, s_uuid, targetPos, caster,ext_dmg); @@ -440,7 +442,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat // 检查概率 if (buffConf.chance >= 1 || Math.random() < buffConf.chance) { targetAttrs.addBuff(buffConf); - console.log(`[SACastSystem] Buff生效: 施法者=${casterEntity.get(HeroAttrsComp)?.hero_name}, 技能=${config.name}, 目标=${targetAttrs.hero_name}, Buff类型=${buffConf.buff}, 值=${buffConf.value}`); + mLogger.log(this.debugMode, 'SACastSystem', `[SACastSystem] Buff生效: 施法者=${casterEntity.get(HeroAttrsComp)?.hero_name}, 技能=${config.name}, 目标=${targetAttrs.hero_name}, Buff类型=${buffConf.buff}, 值=${buffConf.value}`); } } } @@ -508,7 +510,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat targetAttrs.add_hp(healAmount, true); targetView.health(healAmount); - console.log(`[SACastSystem] 治疗生效: 施法者=${casterEntity.get(HeroAttrsComp)?.hero_name}, 技能=${config.name}, 目标=${targetAttrs.hero_name}, 治疗量=${healAmount}`); + mLogger.log(this.debugMode, 'SACastSystem', `[SACastSystem] 治疗生效: 施法者=${casterEntity.get(HeroAttrsComp)?.hero_name}, 技能=${config.name}, 目标=${targetAttrs.hero_name}, 治疗量=${healAmount}`); } }, delay); @@ -537,7 +539,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat targetAttrs.add_shield(shieldAmount, true); targetView.add_shield(shieldAmount); - console.log(`[SACastSystem] 护盾生效: 施法者=${casterEntity.get(HeroAttrsComp)?.hero_name}, 技能=${config.name}, 目标=${targetAttrs.hero_name}, 护盾量=${shieldAmount}`); + mLogger.log(this.debugMode, 'SACastSystem', `[SACastSystem] 护盾生效: 施法者=${casterEntity.get(HeroAttrsComp)?.hero_name}, 技能=${config.name}, 目标=${targetAttrs.hero_name}, 护盾量=${shieldAmount}`); } }, delay); diff --git a/assets/script/game/initialize/Initialize.ts b/assets/script/game/initialize/Initialize.ts index bf0fa6e9..63aa840d 100644 --- a/assets/script/game/initialize/Initialize.ts +++ b/assets/script/game/initialize/Initialize.ts @@ -13,6 +13,7 @@ import { UIID } from "../common/config/GameUIConfig"; import { LoadingViewComp } from "./view/LoadingViewComp"; import { smc } from "../common/SingletonModuleComp"; import { WxCloudApi } from "../wx_clound_client_api/WxCloudApi"; +import { mLogger } from "../common/Logger"; /** * 游戏进入初始化模块 @@ -22,7 +23,7 @@ import { WxCloudApi } from "../wx_clound_client_api/WxCloudApi"; @ecs.register(`Initialize`) export class Initialize extends ecs.Entity { LoadingView!: LoadingViewComp; - + debugMode: boolean = false; // 是否启用调试模式 protected init() { var queue: AsyncQueue = new AsyncQueue(); // 加载自定义资 @@ -52,7 +53,7 @@ export class Initialize extends ecs.Entity { //加载精灵配置表 // oops.res.load("config/game/heros", next); } catch (error) { - console.error("[Initialize]: 自定义内容加载失败:", error); + mLogger.error(this.debugMode, 'Initialize', "[Initialize]: 自定义内容加载失败:", error); next(); // 即使失败也要继续,不阻塞游戏启动 } }); @@ -99,20 +100,20 @@ export class Initialize extends ecs.Entity { */ private async loadGameDataUnified() { try { - console.log("[Initialize]: 开始统一数据加载流程..."); + mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 开始统一数据加载流程..."); if (this.isWxClient()) { // 微信客户端:加载云端数据 - console.log("[Initialize]: 检测到微信客户端,使用云端数据"); + mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 检测到微信客户端,使用云端数据"); await this.loadFromCloud(); } else { // 非微信客户端:使用本地调试数据 - console.log("[Initialize]: 非微信客户端,使用本地调试数据"); + mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 非微信客户端,使用本地调试数据"); await this.loadFromLocalDebug(); } } catch (error) { - console.error("[Initialize]: 统一数据加载失败:", error); + mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 统一数据加载失败:", error); // 失败时使用默认数据 游戏需要退出 } } @@ -130,7 +131,7 @@ export class Initialize extends ecs.Entity { const response = loginResult.result; if (loginResult.result.code === 200) { - console.log("[Initialize]: 云端登录成功"); + mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端登录成功"); smc.updateCloudData() const cloudData = loginResult.result.data; try { @@ -147,17 +148,17 @@ export class Initialize extends ecs.Entity { } } catch (error) { - console.error(`[SMC]: 数据覆盖失败:`, error); + mLogger.log(this.debugMode, 'Initialize', `[SMC]: 数据覆盖失败:`, error); } } else { - console.warn("[Initialize]: 云端登录失败:", response.msg); + mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端登录失败:", response.msg); // 登录失败时使用本地数据 游戏需要退出 - console.log("[Initialize]: 云端登录失败:", response.msg); + mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端登录失败:", response.msg); } } catch (error) { - console.error("[Initialize]: 云端数据加载异常:", error); + mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 云端数据加载异常:", error); // 异常时使用本地数据 游戏需要退出 } } @@ -172,7 +173,7 @@ export class Initialize extends ecs.Entity { // 用本地调试数据覆盖客户端数据 } catch (error) { - console.error("[Initialize]: 本地调试数据加载异常:", error); + mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 本地调试数据加载异常:", error); } } @@ -184,9 +185,9 @@ export class Initialize extends ecs.Entity { // 请替换为您的实际云环境ID const cloudEnvId = "cloud1-6gknw0qk911036d8"; // TODO: 配置您的云环境ID WxCloudApi.init(cloudEnvId); - console.log("[Initialize]: 微信云环境初始化完成"); + mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 微信云环境初始化完成"); } catch (error) { - console.error("[Initialize]: 微信云环境初始化失败:", error); + mLogger.log(this.debugMode, 'Initialize', "[Initialize]: 微信云环境初始化失败:", error); } } diff --git a/assets/script/game/map/MissionCardComp.ts b/assets/script/game/map/MissionCardComp.ts index 9cdfd87a..01961157 100644 --- a/assets/script/game/map/MissionCardComp.ts +++ b/assets/script/game/map/MissionCardComp.ts @@ -540,7 +540,7 @@ export class MissionCardComp extends CCComp { oops.gui.toast(attrCard.desc); } } else { - console.warn(`[MissionCard] 未找到属性卡配置: UUID=${selectedData.uuid}`); + mLogger.warn(this.debugMode, 'MissionCard', `[MissionCard] 未找到属性卡配置: UUID=${selectedData.uuid}`); } break; } diff --git a/assets/script/game/map/MissionComp.ts b/assets/script/game/map/MissionComp.ts index 95373d08..6a83af8d 100644 --- a/assets/script/game/map/MissionComp.ts +++ b/assets/script/game/map/MissionComp.ts @@ -76,7 +76,7 @@ export class MissionComp extends CCComp { SpecialMonsterSchedule.forEach((item, index) => { if (!this.spawnedSpecialIndices.has(index) && fightTime >= item.time) { this.spawnedSpecialIndices.add(index); - console.log(`[MissionComp] 触发特殊刷怪: ${item.desc}`); + mLogger.log(this.debugMode, 'MissionComp', `[MissionComp] 触发特殊刷怪: ${item.desc}`); oops.message.dispatchEvent("SpawnSpecialMonster", { uuid: item.uuid, type: item.type, @@ -170,7 +170,6 @@ export class MissionComp extends CCComp { } do_hero_dead(event:any,data:any){ - // console.log("[MissionComp] do_hero_dead",event,data) // 收到 HeroDead 说明已经没有复活次数了,打开失败界面,等待玩家选择(复活或结束) // oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false}) // 暂时不分发结束事件 this.open_Victory(null,true) @@ -197,7 +196,6 @@ do_ad(){ // 确保清理上一局的残留实体 this.cleanComponents(); - // console.log("[MissionComp] ** 1 ** mission_start") oops.message.dispatchEvent(GameEvent.FightReady) this.node.active=true this.data_init() @@ -277,7 +275,6 @@ do_ad(){ this.spawnedSpecialIndices.clear(); // 重置特殊刷怪记录 // 重置全局属性加成和主角引用 (确保新一局数据干净) - // console.log(`[MissionComp] data_init 重置 smc.role 为 null`); // smc.role = null; // 重置英雄数据,确保新一局是初始状态 diff --git a/assets/script/game/map/MissionGetsComp.ts b/assets/script/game/map/MissionGetsComp.ts index 1cd7e122..f2b961b0 100644 --- a/assets/script/game/map/MissionGetsComp.ts +++ b/assets/script/game/map/MissionGetsComp.ts @@ -5,6 +5,7 @@ import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/O import { GameEvent } from "../common/config/GameEvent"; import { smc } from "../common/SingletonModuleComp"; import { CardKind } from "../common/config/GameSet"; +import { mLogger } from "../common/Logger"; const { ccclass, property } = _decorator; @@ -12,6 +13,7 @@ const { ccclass, property } = _decorator; @ccclass('MissionGetsCompComp') @ecs.register('MissionGetsComp', false) export class MissionGetsCompComp extends CCComp { + debugMode = false; get_datas: { [key: number]: { num: number, node: Node, kind?: number } } = {}; get_nodes: Node[] = []; // 图标图集缓存 @@ -49,7 +51,7 @@ export class MissionGetsCompComp extends CCComp { } addGet(uuid: number, iconName?: string, kind?: number) { - console.log("[MissionGetsComp]添加获取到的物品:", uuid, iconName, kind); + mLogger.log(this.debugMode, 'MissionGetsComp', "[MissionGetsComp]添加获取到的物品:", uuid, iconName, kind); if (this.get_datas[uuid]) { this.get_datas[uuid].num++; this.updateNodeNum(this.get_datas[uuid].node, this.get_datas[uuid].num); @@ -62,7 +64,7 @@ export class MissionGetsCompComp extends CCComp { var path = "game/gui/get"; var prefab: Prefab = oops.res.get(path, Prefab)!; if (!prefab) { - console.warn("Prefab not found:", path); + mLogger.log(this.debugMode, 'MissionGetsComp', "Prefab not found:", path); return; } var node = instantiate(prefab); @@ -129,7 +131,7 @@ export class MissionGetsCompComp extends CCComp { // 加载图集 resources.load("gui/uicons", SpriteAtlas, (err, atlas) => { if (err) { - console.error("[MissionGetsComp] Failed to load uicons atlas", err); + mLogger.error(this.debugMode, 'MissionGetsComp', "[MissionGetsComp] Failed to load uicons atlas", err); return; } this.uiconsAtlas = atlas; diff --git a/assets/script/game/map/MissionHeroComp.ts b/assets/script/game/map/MissionHeroComp.ts index 949edac0..1b22d945 100644 --- a/assets/script/game/map/MissionHeroComp.ts +++ b/assets/script/game/map/MissionHeroComp.ts @@ -34,7 +34,6 @@ export class MissionHeroCompComp extends CCComp { // this.test_call() } clear_heros(){ - // console.log("[MissionHeroComp]: FightEnd clear heros") } fight_ready(){ @@ -49,11 +48,9 @@ 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) this.addHero(smc.fight_hero,true) // 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 d434397b..f54131b6 100644 --- a/assets/script/game/map/MissionMonComp.ts +++ b/assets/script/game/map/MissionMonComp.ts @@ -58,7 +58,7 @@ export class MissionMonCompComp extends CCComp { */ private onSpawnSpecialMonster(event: string, args: any) { if (!args) return; - console.log(`[MissionMonComp] 收到特殊刷怪指令:`, args); + mLogger.log(this.debugMode, 'MissionMonComp', `[MissionMonComp] 收到特殊刷怪指令:`, args); // 插入队列 this.MonQueue.push({ diff --git a/assets/script/game/map/VictoryComp.ts b/assets/script/game/map/VictoryComp.ts index fa89d924..13240d90 100644 --- a/assets/script/game/map/VictoryComp.ts +++ b/assets/script/game/map/VictoryComp.ts @@ -10,6 +10,7 @@ import { HeroViewComp } from "../hero/HeroViewComp"; import { FacSet } from "../common/config/GameSet"; import { Attrs } from "../common/config/HeroAttrs"; import { ScoreWeights } from "../common/config/ScoreSet"; +import { mLogger } from "../common/Logger"; const { ccclass, property } = _decorator; @@ -17,7 +18,7 @@ const { ccclass, property } = _decorator; @ccclass('VictoryComp') @ecs.register('Victory', false) export class VictoryComp extends CCComp { - + debugMode: boolean = false; reward_lv:number=1 reward_num:number=2 rewards:any[]=[] @@ -40,7 +41,7 @@ export class VictoryComp extends CCComp { onAdded(args: any) { this.node.getChildByName("loading").active=false - console.log("[VictoryComp] onAdded",args) + mLogger.log(this.debugMode, 'VictoryComp', "[VictoryComp] onAdded",args) if(args.game_data){ this.game_data=args.game_data } @@ -98,7 +99,7 @@ export class VictoryComp extends CCComp { // 更新总分(向下取整) s.score = Math.floor(totalScore); - console.log(`[VictoryComp] 结算总分: ${s.score}`); + mLogger.log(this.debugMode, 'VictoryComp', `[VictoryComp] 结算总分: ${s.score}`); } @@ -115,13 +116,13 @@ export class VictoryComp extends CCComp { return true } double_reward(){ - // console.log("[VictoryComp]double_reward",smc.items,this.rewards) + } /** 看广告复活 */ watch_ad_revive() { if (!this.canRevive) { - console.log("已经复活过,无法再次复活"); + mLogger.log(this.debugMode, 'VictoryComp', "已经复活过,无法再次复活"); return; } @@ -131,8 +132,9 @@ export class VictoryComp extends CCComp { /** 广告复活成功回调 */ private onAdReviveSuccess() { - console.log("[VictoryComp] 广告复活成功"); + mLogger.log(this.debugMode, 'VictoryComp', "[VictoryComp] 广告复活成功"); + mLogger.log(this.debugMode, 'VictoryComp', "[VictoryComp] 广告复活成功") // 1. 标记已复活 // this.reviveCount++; this.canRevive = false; @@ -174,7 +176,7 @@ export class VictoryComp extends CCComp { } hasRevived = true; - console.log(`[VictoryComp] 复活英雄: ${attrs.hero_name}`); + mLogger.log(this.debugMode, 'VictoryComp', `[VictoryComp] 复活英雄: ${attrs.hero_name}`); } }); @@ -182,7 +184,7 @@ export class VictoryComp extends CCComp { // 发送复活事件(如果有需要) // oops.message.dispatchEvent(GameEvent.HeroRevived); } else { - console.warn("[VictoryComp] 未找到可复活的英雄实体"); + mLogger.log(this.debugMode, 'VictoryComp', "[VictoryComp] 未找到可复活的英雄实体"); } } @@ -198,11 +200,11 @@ export class VictoryComp extends CCComp { },0.5) } item_show(e:any,val:any){ - // console.log("item_show",val) + mLogger.log(this.debugMode, 'VictoryComp', "item_show",val) } protected onDestroy(): void { - // console.log("释放胜利界面"); + mLogger.log(this.debugMode, 'VictoryComp', "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/map/view/MapViewComp.ts b/assets/script/game/map/view/MapViewComp.ts index 4a701a2d..8474d772 100644 --- a/assets/script/game/map/view/MapViewComp.ts +++ b/assets/script/game/map/view/MapViewComp.ts @@ -32,7 +32,6 @@ export class MapViewComp extends CCComp { load_data(){ // let heros = oops.res.get("config/game/heros") - // console.log("heros",heros) } protected update(dt: number): void { diff --git a/assets/script/game/map/view/map/layer/EntityLayer.ts b/assets/script/game/map/view/map/layer/EntityLayer.ts index 7b5ca3c4..4e354d32 100644 --- a/assets/script/game/map/view/map/layer/EntityLayer.ts +++ b/assets/script/game/map/view/map/layer/EntityLayer.ts @@ -26,7 +26,6 @@ export default class EntityLayer extends Component { } protected start(): void { - // console.log("EntityLayer start",this) } public clear() { diff --git a/assets/script/game/map/view/map/layer/SkillLayer.ts b/assets/script/game/map/view/map/layer/SkillLayer.ts index 1efe9355..1b39e91b 100644 --- a/assets/script/game/map/view/map/layer/SkillLayer.ts +++ b/assets/script/game/map/view/map/layer/SkillLayer.ts @@ -26,7 +26,6 @@ export default class SkillLayer extends Component { } doSkill(){ - // console.log("doSkill") } update(dt: number) { @@ -36,7 +35,6 @@ export default class SkillLayer extends Component { } start(){ - // console.log("SkillLayer start") } public clear() { diff --git a/assets/script/game/skill/SMoveSystem.ts b/assets/script/game/skill/SMoveSystem.ts index 9e7b71ea..9f590f98 100644 --- a/assets/script/game/skill/SMoveSystem.ts +++ b/assets/script/game/skill/SMoveSystem.ts @@ -4,6 +4,7 @@ import { EType, RType, SkillSet } from "../common/config/SkillSet"; import { SMoveDataComp } from "./SMoveComp"; import { smc } from "../common/SingletonModuleComp"; import { SkillView } from "./SkillView"; +import { mLogger } from "../common/Logger"; /** * ==================== 技能移动系统 ==================== @@ -21,7 +22,7 @@ import { SkillView } from "./SkillView"; */ @ecs.register('SMoveSystem') export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate { - + debugMode: boolean = false; filter(): ecs.IMatcher { return ecs.allOf(SMoveDataComp, SkillView); } @@ -35,7 +36,7 @@ export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate // 获取技能配置 const skillConfig = SkillSet[moveComp.s_uuid]; if (!skillConfig) { - console.warn(`[SMoveSystem] 技能配置不存在: ${moveComp.s_uuid}`); + mLogger.warn(this.debugMode, 'SMoveSystem', `[SMoveSystem] 技能配置不存在: ${moveComp.s_uuid}`); return; } @@ -52,7 +53,7 @@ export class SMoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate moveComp.startMove(); } - // console.log(`[SMoveSystem] 技能 ${skillConfig.name} 开始移动,类型: ${moveComp.runType}`); + mLogger.log(this.debugMode, 'SMoveSystem', `[SMoveSystem] 技能 ${skillConfig.name} 开始移动,类型: ${moveComp.runType}`); } /** diff --git a/assets/script/game/skill/Skill.ts b/assets/script/game/skill/Skill.ts index 4edc1efc..f713e884 100644 --- a/assets/script/game/skill/Skill.ts +++ b/assets/script/game/skill/Skill.ts @@ -9,10 +9,12 @@ import { SDataCom } from "./SDataCom"; import { SMoveDataComp } from "../skill/SMoveComp"; import { HeroViewComp } from "../hero/HeroViewComp"; import { smc } from "../common/SingletonModuleComp"; +import { mLogger } from "../common/Logger"; /** Skill 模块 */ @ecs.register(`Skill`) export class Skill extends ecs.Entity { + private debugMode: boolean = false; /** 多键对象池:Map */ static pools: Map = new Map(); @@ -57,7 +59,7 @@ export class Skill extends ecs.Entity { const config = SkillSet[s_uuid]; if (!config) { - console.error("[Skill] 技能配置不存在:", s_uuid); + mLogger.error(this.debugMode, 'Skill', "[Skill] 技能配置不存在:", s_uuid); return; } @@ -65,12 +67,10 @@ export class Skill extends ecs.Entity { const path = `game/skill/atk/${config.sp_name}`; const prefab:Prefab = oops.res.get(path, Prefab); if (!prefab) { - console.error("[Skill] 预制体加载失败:", path); + mLogger.error(this.debugMode, 'Skill', "[Skill] 预制体加载失败:", path); return; } - // console.log("load skill startPos",startPos) const node: Node = instantiate(prefab); - // console.log("load skill node",node) var scene = smc.map.MapView.scene; node.parent = scene.entityLayer!.node!.getChildByName("SKILL")!; // 设置节点属性 diff --git a/assets/script/game/skill/SkillView.ts b/assets/script/game/skill/SkillView.ts index 3183f94c..c0d24a1a 100644 --- a/assets/script/game/skill/SkillView.ts +++ b/assets/script/game/skill/SkillView.ts @@ -50,7 +50,7 @@ export class SkillView extends CCComp { } if(this.node.getComponent(Animation)){ let anim = this.node.getComponent(Animation); - //console.log("[SkillCom]:has anim",anim) + mLogger.log(this.debugMode, 'SkillView', "[SkillCom]:has anim",anim) anim.on(Animation.EventType.FINISHED, this.onAnimationFinished, this); // 对象池复用时,需要手动播放默认动画(因为 Play On Load 只在首次生效) @@ -82,7 +82,7 @@ export class SkillView extends CCComp { return; } let model = targetView.ent.get(HeroAttrsComp); - // console.log(`[skillView] 碰撞3`, oCol.group, seCol.group, model); + mLogger.log(this.debugMode, 'SkillView', `[skillView] 碰撞3`, oCol.group, seCol.group, model); if (!model) return; if (model.is_dead) return; if (this.sData.fac == model.fac) return;