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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@@ -11,6 +11,7 @@ import { TalEffet, TriType } from "../common/config/TalSet";
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import { BoxSet, FacSet } from "../common/config/GameSet";
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import { GameConst } from "../common/config/GameConst";
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import { Attrs } from "../common/config/HeroAttrs";
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import { mLogger } from "../common/Logger";
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/**
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* ==================== 自动施法系统 ====================
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@@ -29,6 +30,7 @@ import { Attrs } from "../common/config/HeroAttrs";
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*/
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@ecs.register('SACastSystem')
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export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate {
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debugMode: boolean = false; // 是否启用调试模式
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filter(): ecs.IMatcher {
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return ecs.allOf(HeroSkillsComp, HeroAttrsComp, HeroViewComp);
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@@ -155,7 +157,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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const heroAttrs=casterEntity.get(HeroAttrsComp)
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const config = SkillSet[s_uuid];
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if (!config) {
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console.error("[SACastSystem] 技能配置不存在:", s_uuid);
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mLogger.error(this.debugMode, 'SACastSystem', "[SACastSystem] 技能配置不存在:", s_uuid);
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return false;
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}
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@@ -182,7 +184,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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// 获取目标位置(伤害技能)
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let targets = this.sTargets(heroView, s_uuid);
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if (targets.length === 0) {
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console.warn("[SACastSystem] 没有找到有效目标");
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mLogger.warn(this.debugMode, 'SACastSystem', "[SACastSystem] 没有找到有效目标");
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return false;
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}
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// 2.1 普通攻击逻辑
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@@ -243,14 +245,14 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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private createSkill(s_uuid: number, caster: HeroViewComp,targets:Vec3[]=[],ext_dmg:number=0) {
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// 检查节点有效性
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if (!caster.node || !caster.node.isValid) {
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console.warn("[SACastSystem] 施法者节点无效");
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mLogger.warn(this.debugMode, 'SACastSystem', "[SACastSystem] 施法者节点无效");
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return;
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}
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// 获取场景节点
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const parent = caster.node.parent;
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if (!parent) {
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console.warn("[SACastSystem] 场景节点无效");
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mLogger.warn(this.debugMode, 'SACastSystem', "[SACastSystem] 场景节点无效");
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return;
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}
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@@ -263,7 +265,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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const startPos = caster.node.position.clone();
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const targetPos = targets[0]; // 使用第一个目标位置
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// console.log(`[SACastSystem]: ${s_uuid}, 起始位置: ${startPos}, 目标位置: ${targetPos}`);
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// mLogger.log(this.debugMode, 'SACastSystem', `[SACastSystem]: ${s_uuid}, 起始位置: ${startPos}, 目标位置: ${targetPos}`);
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// 加载技能实体(包括预制体、组件初始化等)
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skill.load(startPos, parent, s_uuid, targetPos, caster,ext_dmg);
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@@ -440,7 +442,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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// 检查概率
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if (buffConf.chance >= 1 || Math.random() < buffConf.chance) {
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targetAttrs.addBuff(buffConf);
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console.log(`[SACastSystem] Buff生效: 施法者=${casterEntity.get(HeroAttrsComp)?.hero_name}, 技能=${config.name}, 目标=${targetAttrs.hero_name}, Buff类型=${buffConf.buff}, 值=${buffConf.value}`);
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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=${buffConf.value}`);
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}
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}
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}
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@@ -508,7 +510,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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targetAttrs.add_hp(healAmount, true);
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targetView.health(healAmount);
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console.log(`[SACastSystem] 治疗生效: 施法者=${casterEntity.get(HeroAttrsComp)?.hero_name}, 技能=${config.name}, 目标=${targetAttrs.hero_name}, 治疗量=${healAmount}`);
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mLogger.log(this.debugMode, 'SACastSystem', `[SACastSystem] 治疗生效: 施法者=${casterEntity.get(HeroAttrsComp)?.hero_name}, 技能=${config.name}, 目标=${targetAttrs.hero_name}, 治疗量=${healAmount}`);
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}
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}, delay);
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@@ -537,7 +539,7 @@ export class SACastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdat
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targetAttrs.add_shield(shieldAmount, true);
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targetView.add_shield(shieldAmount);
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console.log(`[SACastSystem] 护盾生效: 施法者=${casterEntity.get(HeroAttrsComp)?.hero_name}, 技能=${config.name}, 目标=${targetAttrs.hero_name}, 护盾量=${shieldAmount}`);
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mLogger.log(this.debugMode, 'SACastSystem', `[SACastSystem] 护盾生效: 施法者=${casterEntity.get(HeroAttrsComp)?.hero_name}, 技能=${config.name}, 目标=${targetAttrs.hero_name}, 护盾量=${shieldAmount}`);
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}
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}, delay);
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