refactor: 移除调试日志并统一使用日志工具
- 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
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@@ -278,7 +278,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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CView.scheduleRevive(1.0);
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}
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console.log(`[HeroAtkSystem] Hero waiting to revive from Thorns! Lives left: ${CAttrs.Attrs[Attrs.REVIVE_COUNT]}`);
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mLogger.log(this.debugMode, 'HeroAtkSystem', `[HeroAtkSystem] Hero waiting to revive from Thorns! Lives left: ${CAttrs.Attrs[Attrs.REVIVE_COUNT]}`);
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return;
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}
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@@ -286,7 +286,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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if (CAttrs.is_master&&CAttrs.Attrs[Attrs.REVIVE_COUNT] <= 0) {
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smc.mission.stop_mon_action = true;
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oops.message.dispatchEvent(GameEvent.HeroDead, { hero_uuid: CAttrs.hero_uuid});
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console.log("[HeroAtkSystem] Hero died from thorns, stopping monster action (spawn/move)");
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mLogger.log(this.debugMode, 'HeroAtkSystem', "[HeroAtkSystem] Hero died from thorns, stopping monster action (spawn/move)");
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}
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this.doDead(caster);
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@@ -409,7 +409,7 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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this.onDeath(entity);
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if (this.debugMode) {
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console.log(`[HeroAtkSystem] ${TAttrsComp.hero_name} 死亡`);
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mLogger.log(this.debugMode, 'HeroAtkSystem', `[HeroAtkSystem] ${TAttrsComp.hero_name} 死亡`);
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}
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}
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