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
This commit is contained in:
panw
2026-02-03 16:49:24 +08:00
parent dc746e28da
commit 3a8f015a78
21 changed files with 65 additions and 80 deletions

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@@ -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;
}

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@@ -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

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@@ -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;

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@@ -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<Object.keys(heros).length;i++){
// if(heros[i]!=0){
// // console.log("[MissionHeroComp]:fight_ready",heros[i])
// this.addHero(heros[i],false)
// }
// }
@@ -65,16 +62,13 @@ export class MissionHeroCompComp extends CCComp {
}
private zhao_huan(event: string, args: any){
// console.log("[MissionHeroComp]:zhaohuan",args)
this.addHero(args.uuid)
}
private call_friend(event: string, args: any){
// console.log("[MissionHeroComp]:call_friend",args)
this.addHero(args.uuid,false,true)
}
/** 添加英雄 */
private addHero(uuid:number=1001,is_master:boolean=false,is_friend:boolean=false) {
// console.log("[MissionHeroComp]:addHero",uuid,is_zhaohuan)
let hero_pos=0
let hero = ecs.getEntity<Hero>(Hero);
let scale = 1

View File

@@ -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({

View File

@@ -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() {

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@@ -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 {

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@@ -26,7 +26,6 @@ export default class EntityLayer extends Component {
}
protected start(): void {
// console.log("EntityLayer start",this)
}
public clear() {

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@@ -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() {