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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@@ -540,7 +540,7 @@ export class MissionCardComp extends CCComp {
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oops.gui.toast(attrCard.desc);
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}
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} else {
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console.warn(`[MissionCard] 未找到属性卡配置: UUID=${selectedData.uuid}`);
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mLogger.warn(this.debugMode, 'MissionCard', `[MissionCard] 未找到属性卡配置: UUID=${selectedData.uuid}`);
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}
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break;
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}
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@@ -76,7 +76,7 @@ export class MissionComp extends CCComp {
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SpecialMonsterSchedule.forEach((item, index) => {
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if (!this.spawnedSpecialIndices.has(index) && fightTime >= item.time) {
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this.spawnedSpecialIndices.add(index);
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console.log(`[MissionComp] 触发特殊刷怪: ${item.desc}`);
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mLogger.log(this.debugMode, 'MissionComp', `[MissionComp] 触发特殊刷怪: ${item.desc}`);
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oops.message.dispatchEvent("SpawnSpecialMonster", {
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uuid: item.uuid,
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type: item.type,
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@@ -170,7 +170,6 @@ export class MissionComp extends CCComp {
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}
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do_hero_dead(event:any,data:any){
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// console.log("[MissionComp] do_hero_dead",event,data)
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// 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)
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// oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false}) // 暂时不分发结束事件
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this.open_Victory(null,true)
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@@ -197,7 +196,6 @@ do_ad(){
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// 确保清理上一局的残留实体
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this.cleanComponents();
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// console.log("[MissionComp] ** 1 ** mission_start")
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oops.message.dispatchEvent(GameEvent.FightReady)
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this.node.active=true
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this.data_init()
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@@ -277,7 +275,6 @@ do_ad(){
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this.spawnedSpecialIndices.clear(); // 重置特殊刷怪记录
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// 重置全局属性加成和主角引用 (确保新一局数据干净)
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// console.log(`[MissionComp] data_init 重置 smc.role 为 null`);
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// smc.role = null;
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// 重置英雄数据,确保新一局是初始状态
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@@ -5,6 +5,7 @@ import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/O
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import { GameEvent } from "../common/config/GameEvent";
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import { smc } from "../common/SingletonModuleComp";
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import { CardKind } from "../common/config/GameSet";
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import { mLogger } from "../common/Logger";
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const { ccclass, property } = _decorator;
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@@ -12,6 +13,7 @@ const { ccclass, property } = _decorator;
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@ccclass('MissionGetsCompComp')
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@ecs.register('MissionGetsComp', false)
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export class MissionGetsCompComp extends CCComp {
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debugMode = false;
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get_datas: { [key: number]: { num: number, node: Node, kind?: number } } = {};
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get_nodes: Node[] = [];
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// 图标图集缓存
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@@ -49,7 +51,7 @@ export class MissionGetsCompComp extends CCComp {
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}
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addGet(uuid: number, iconName?: string, kind?: number) {
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console.log("[MissionGetsComp]添加获取到的物品:", uuid, iconName, kind);
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mLogger.log(this.debugMode, 'MissionGetsComp', "[MissionGetsComp]添加获取到的物品:", uuid, iconName, kind);
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if (this.get_datas[uuid]) {
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this.get_datas[uuid].num++;
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this.updateNodeNum(this.get_datas[uuid].node, this.get_datas[uuid].num);
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@@ -62,7 +64,7 @@ export class MissionGetsCompComp extends CCComp {
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var path = "game/gui/get";
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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if (!prefab) {
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console.warn("Prefab not found:", path);
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mLogger.log(this.debugMode, 'MissionGetsComp', "Prefab not found:", path);
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return;
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}
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var node = instantiate(prefab);
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@@ -129,7 +131,7 @@ export class MissionGetsCompComp extends CCComp {
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// 加载图集
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resources.load("gui/uicons", SpriteAtlas, (err, atlas) => {
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if (err) {
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console.error("[MissionGetsComp] Failed to load uicons atlas", err);
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mLogger.error(this.debugMode, 'MissionGetsComp', "[MissionGetsComp] Failed to load uicons atlas", err);
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return;
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}
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this.uiconsAtlas = atlas;
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@@ -34,7 +34,6 @@ export class MissionHeroCompComp extends CCComp {
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// this.test_call()
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}
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clear_heros(){
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// console.log("[MissionHeroComp]: FightEnd clear heros")
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}
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fight_ready(){
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@@ -49,11 +48,9 @@ export class MissionHeroCompComp extends CCComp {
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// this.current_hero_num=-1
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// this.current_hero_uuid=0
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smc.vmdata.mission_data.hero_num=0
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// console.log("[MissionHeroComp]:fight_ready",smc.fight_heros,Object.keys(smc.fight_heros).length)
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this.addHero(smc.fight_hero,true)
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// for(let i=0;i<Object.keys(heros).length;i++){
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// if(heros[i]!=0){
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// // console.log("[MissionHeroComp]:fight_ready",heros[i])
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// this.addHero(heros[i],false)
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// }
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// }
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@@ -65,16 +62,13 @@ export class MissionHeroCompComp extends CCComp {
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}
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private zhao_huan(event: string, args: any){
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// console.log("[MissionHeroComp]:zhaohuan",args)
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this.addHero(args.uuid)
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}
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private call_friend(event: string, args: any){
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// console.log("[MissionHeroComp]:call_friend",args)
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this.addHero(args.uuid,false,true)
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}
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/** 添加英雄 */
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private addHero(uuid:number=1001,is_master:boolean=false,is_friend:boolean=false) {
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// console.log("[MissionHeroComp]:addHero",uuid,is_zhaohuan)
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let hero_pos=0
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let hero = ecs.getEntity<Hero>(Hero);
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let scale = 1
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@@ -58,7 +58,7 @@ export class MissionMonCompComp extends CCComp {
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*/
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private onSpawnSpecialMonster(event: string, args: any) {
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if (!args) return;
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console.log(`[MissionMonComp] 收到特殊刷怪指令:`, args);
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mLogger.log(this.debugMode, 'MissionMonComp', `[MissionMonComp] 收到特殊刷怪指令:`, args);
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// 插入队列
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this.MonQueue.push({
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@@ -10,6 +10,7 @@ import { HeroViewComp } from "../hero/HeroViewComp";
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import { FacSet } from "../common/config/GameSet";
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import { Attrs } from "../common/config/HeroAttrs";
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import { ScoreWeights } from "../common/config/ScoreSet";
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import { mLogger } from "../common/Logger";
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const { ccclass, property } = _decorator;
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@@ -17,7 +18,7 @@ const { ccclass, property } = _decorator;
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@ccclass('VictoryComp')
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@ecs.register('Victory', false)
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export class VictoryComp extends CCComp {
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debugMode: boolean = false;
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reward_lv:number=1
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reward_num:number=2
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rewards:any[]=[]
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@@ -40,7 +41,7 @@ export class VictoryComp extends CCComp {
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onAdded(args: any) {
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this.node.getChildByName("loading").active=false
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console.log("[VictoryComp] onAdded",args)
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mLogger.log(this.debugMode, 'VictoryComp', "[VictoryComp] onAdded",args)
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if(args.game_data){
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this.game_data=args.game_data
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}
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@@ -98,7 +99,7 @@ export class VictoryComp extends CCComp {
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// 更新总分(向下取整)
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s.score = Math.floor(totalScore);
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console.log(`[VictoryComp] 结算总分: ${s.score}`);
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mLogger.log(this.debugMode, 'VictoryComp', `[VictoryComp] 结算总分: ${s.score}`);
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}
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@@ -115,13 +116,13 @@ export class VictoryComp extends CCComp {
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return true
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}
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double_reward(){
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// console.log("[VictoryComp]double_reward",smc.items,this.rewards)
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}
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/** 看广告复活 */
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watch_ad_revive() {
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if (!this.canRevive) {
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console.log("已经复活过,无法再次复活");
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mLogger.log(this.debugMode, 'VictoryComp', "已经复活过,无法再次复活");
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return;
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}
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@@ -131,8 +132,9 @@ export class VictoryComp extends CCComp {
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/** 广告复活成功回调 */
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private onAdReviveSuccess() {
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console.log("[VictoryComp] 广告复活成功");
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mLogger.log(this.debugMode, 'VictoryComp', "[VictoryComp] 广告复活成功");
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mLogger.log(this.debugMode, 'VictoryComp', "[VictoryComp] 广告复活成功")
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// 1. 标记已复活
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// this.reviveCount++;
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this.canRevive = false;
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@@ -174,7 +176,7 @@ export class VictoryComp extends CCComp {
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}
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hasRevived = true;
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console.log(`[VictoryComp] 复活英雄: ${attrs.hero_name}`);
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mLogger.log(this.debugMode, 'VictoryComp', `[VictoryComp] 复活英雄: ${attrs.hero_name}`);
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}
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});
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@@ -182,7 +184,7 @@ export class VictoryComp extends CCComp {
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// 发送复活事件(如果有需要)
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// oops.message.dispatchEvent(GameEvent.HeroRevived);
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} else {
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console.warn("[VictoryComp] 未找到可复活的英雄实体");
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mLogger.log(this.debugMode, 'VictoryComp', "[VictoryComp] 未找到可复活的英雄实体");
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}
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}
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@@ -198,11 +200,11 @@ export class VictoryComp extends CCComp {
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},0.5)
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}
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item_show(e:any,val:any){
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// console.log("item_show",val)
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mLogger.log(this.debugMode, 'VictoryComp', "item_show",val)
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}
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protected onDestroy(): void {
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// console.log("释放胜利界面");
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mLogger.log(this.debugMode, 'VictoryComp', "释放胜利界面");
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}
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/** 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 */
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reset() {
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@@ -32,7 +32,6 @@ export class MapViewComp extends CCComp {
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load_data(){
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// let heros = oops.res.get("config/game/heros")
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// console.log("heros",heros)
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}
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protected update(dt: number): void {
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@@ -26,7 +26,6 @@ export default class EntityLayer extends Component {
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}
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protected start(): void {
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// console.log("EntityLayer start",this)
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}
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public clear() {
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@@ -26,7 +26,6 @@ export default class SkillLayer extends Component {
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}
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doSkill(){
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// console.log("doSkill")
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}
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update(dt: number) {
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@@ -36,7 +35,6 @@ export default class SkillLayer extends Component {
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}
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start(){
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// console.log("SkillLayer start")
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}
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public clear() {
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