fix: 将调试日志从console.log替换为mLogger并默认关闭调试模式
- 在MissionCardComp中默认关闭调试模式 - 在MissionHomeComp、Mon、HeroAttrsSystem和HInfoComp中引入mLogger - 使用debugMode控制日志输出,避免生产环境产生过多console日志
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@@ -5,6 +5,7 @@ import { Attrs } from "../common/config/HeroAttrs";
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import { HeroUpSet } from "../common/config/heroSet";
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import { HeroSkillsComp } from "./HeroSkills";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { mLogger } from "../common/Logger";
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/**
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* ==================== 英雄属性更新系统 ====================
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*
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@@ -44,14 +45,14 @@ export class HeroAttrSystem extends ecs.ComblockSystem
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const model = e.get(HeroAttrsComp);
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if (!model) return;
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console.log(`[HeroAttrSystem] 英雄进入系统: ${model.hero_name} (uuid: ${model.hero_uuid})`);
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mLogger.log(this.debugMode, 'HeroAttrSystem', `[HeroAttrSystem] 英雄进入系统: ${model.hero_name} (uuid: ${model.hero_uuid})`);
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}
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/**
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* 系统首次更新前调用(整个系统只调用一次)
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*/
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firstUpdate(): void {
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console.log("[HeroAttrSystem] 系统首次更新");
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mLogger.log(this.debugMode, 'HeroAttrSystem', "[HeroAttrSystem] 系统首次更新");
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}
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/**
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@@ -73,7 +74,7 @@ export class HeroAttrSystem extends ecs.ComblockSystem
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// 调试日志(可选,调试时启用)
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if (this.debugMode) {
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console.log(` [${this.entityCount}] 更新英雄: ${model.hero_name}, HP: ${model.hp.toFixed(2)}`);
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mLogger.log(this.debugMode, 'HeroAttrSystem', ` [${this.entityCount}] 更新英雄: ${model.hero_name}, HP: ${model.hp.toFixed(2)}`);
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}
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// 1. 更新临时 Buff/Debuff(时间递减,过期自动移除)
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@@ -106,7 +107,7 @@ export class HeroAttrSystem extends ecs.ComblockSystem
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// 每 60 帧输出一次统计
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this.frameCount++;
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if (this.frameCount % 60 === 0 && this.entityCount === 1) {
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console.log(`[HeroAttrSystem] 第 ${this.frameCount} 帧,处理 ${this.entityCount} 个英雄`);
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mLogger.log(this.debugMode, 'HeroAttrSystem', `[HeroAttrSystem] 第 ${this.frameCount} 帧,处理 ${this.entityCount} 个英雄`);
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}
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// 注意:显示更新由 HeroViewComp 负责,这里只处理数据
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@@ -11,6 +11,7 @@ import { getMonAttr, MonType } from "../map/RogueConfig";
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import { HeroViewComp } from "./HeroViewComp";
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import { HeroSkillsComp } from "./HeroSkills";
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import { MonMoveComp } from "./MonMove";
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import { mLogger } from "../common/Logger";
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/** 角色实体 */
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@ecs.register(`Monster`)
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export class Monster extends ecs.Entity {
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@@ -166,9 +167,9 @@ export class MonLifecycleSystem extends ecs.ComblockSystem
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// 怪物实体创建时的特殊处理
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const heroAttrs = e.get(HeroAttrsComp);
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if (heroAttrs) {
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console.log(`怪物进入世界: ${heroAttrs.hero_name}`);
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mLogger.log(heroAttrs.debugMode, 'MonLifecycleSystem', `怪物进入世界: ${heroAttrs.hero_name}`);
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} else {
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console.log(`怪物进入世界: 实体ID ${e.eid}`);
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mLogger.log(heroAttrs.debugMode, 'MonLifecycleSystem', `怪物进入世界: 实体ID ${e.eid}`);
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}
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}
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@@ -176,9 +177,9 @@ export class MonLifecycleSystem extends ecs.ComblockSystem
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// 怪物实体销毁时的清理工作
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const heroAttrs = e.get(HeroAttrsComp);
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if (heroAttrs) {
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console.log(`怪物离开世界: ${heroAttrs.hero_name}`);
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mLogger.log(heroAttrs.debugMode, 'MonLifecycleSystem', `怪物离开世界: ${heroAttrs.hero_name}`);
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} else {
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console.log(`怪物离开世界: 实体ID ${e.eid}`);
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mLogger.log(heroAttrs.debugMode, 'MonLifecycleSystem', `怪物离开世界: 实体ID ${e.eid}`);
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}
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}
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}
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@@ -6,11 +6,14 @@ import { GameEvent } from '../common/config/GameEvent';
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import { CCComp } from 'db://oops-framework/module/common/CCComp';
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import { ecs } from 'db://oops-framework/libs/ecs/ECS';
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import { SkillSet } from '../common/config/SkillSet';
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import { mLogger } from '../common/Logger';
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const { ccclass, property } = _decorator;
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@ccclass('HInfoComp')
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@ecs.register('HInfoComp', false)
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export class HInfoComp extends CCComp {
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debugMode: boolean = false;
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h_uuid:number=0
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private uiconsAtlas: SpriteAtlas | null = null;
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name_node:any=null
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@@ -116,15 +119,15 @@ export class HInfoComp extends CCComp {
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*/
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private updateSkillIcon(node: Node, iconId: string) {
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if (!node || !iconId) return;
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console.log("iconId",iconId)
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mLogger.log(this.debugMode, 'HInfoComp', "iconId",iconId)
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const iconNode = node.getChildByName("icon");
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console.log("iconNode",iconNode)
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mLogger.log(this.debugMode, 'HInfoComp', "iconNode",iconNode)
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if (!iconNode) return;
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const sprite = iconNode.getComponent(Sprite);
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console.log("sprite",sprite)
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mLogger.log(this.debugMode, 'HInfoComp', "sprite",sprite)
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if (!sprite) return;
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if (this.uiconsAtlas) {
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console.log("this.uiconsAtlas",this.uiconsAtlas)
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mLogger.log(this.debugMode, 'HInfoComp', "this.uiconsAtlas",this.uiconsAtlas)
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const frame = this.uiconsAtlas.getSpriteFrame(iconId);
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if (frame) {
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sprite.spriteFrame = frame;
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@@ -133,11 +136,11 @@ export class HInfoComp 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("[HInfoComp] Failed to load uicons atlas", err);
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mLogger.log(this.debugMode, 'HInfoComp', "[HInfoComp] 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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console.log("atlas",atlas)
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mLogger.log(this.debugMode, 'HInfoComp', "atlas",atlas)
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const frame = atlas.getSpriteFrame(iconId);
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if (frame) {
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sprite.spriteFrame = frame;
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@@ -207,7 +210,7 @@ export class HInfoComp extends CCComp {
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animComponent.play("idle");
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}
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} else {
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console.error(`[HInfoComp]: Failed to load animation for hero ${uuid}`, err);
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mLogger.log(this.debugMode, 'HInfoComp', `[HInfoComp]: Failed to load animation for hero ${uuid}`, err);
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}
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});
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@@ -291,7 +294,7 @@ export class HInfoComp extends CCComp {
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this.node.getChildByName("ranks").active=false
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}
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buy_hero(){
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console.info("[HInfoComp]:buy_hero",this.h_uuid)
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mLogger.log(this.debugMode, 'HInfoComp', "[HInfoComp]:buy_hero",this.h_uuid)
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if(smc.vmdata.gold < HeroConf.COST) {
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oops.gui.toast("金币不足")
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return
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@@ -302,6 +305,7 @@ export class HInfoComp extends CCComp {
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this.close_buy()
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}
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start_mission() {
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mLogger.log(this.debugMode, 'HInfoComp', "[HInfoComp]:start_mission")
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oops.message.dispatchEvent(GameEvent.MissionStart, {})
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this.node.active=false;
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}
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@@ -315,6 +319,7 @@ export class HInfoComp extends CCComp {
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this.isMoving = true;
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// 在动画开始前,直接销毁hero_pos[6]上的节点
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mLogger.log(this.debugMode, 'HInfoComp', "hero_pos[6]",this.hero_pos[6])
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if (this.heroNodes[6]) {
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this.heroNodes[6].destroy();
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this.heroNodes[6] = null;
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@@ -323,6 +328,7 @@ export class HInfoComp extends CCComp {
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// 移动所有现有节点向左(除了已销毁的heroNodes[6])
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for (let i = 0; i < 6; i++) {
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if (this.heroNodes[i]) {
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mLogger.log(this.debugMode, 'HInfoComp', "i",i)
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// 计算目标位置:向左移动
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let targetPos = this.hero_pos[i + 1];
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@@ -339,11 +345,13 @@ export class HInfoComp extends CCComp {
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this.moveTimeoutId = setTimeout(() => {
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// 移动数组元素(向后平移)
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for (let i = 6; i > 0; i--) {
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mLogger.log(this.debugMode, 'HInfoComp', "i",i)
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this.heroNodes[i] = this.heroNodes[i - 1];
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}
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// 创建新节点放在hero_pos[0]位置
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let heros = getHeroList();
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mLogger.log(this.debugMode, 'HInfoComp', "heros",heros)
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let currentIndex = heros.indexOf(this.h_uuid);
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let newIndex = currentIndex - 3; // 新的最左侧英雄索引
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@@ -356,6 +364,7 @@ export class HInfoComp extends CCComp {
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// 确保新创建的节点使用正确的缩放值
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if (this.heroNodes[0]) {
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mLogger.log(this.debugMode, 'HInfoComp', "this.heroNodes[0]",this.heroNodes[0])
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this.heroNodes[0].setScale(this.getHeroScale(0));
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}
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@@ -29,7 +29,7 @@ interface ICardEvent {
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@ecs.register('MissionCard', false)
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export class MissionCardComp extends CCComp {
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@property({ tooltip: "是否启用调试日志" })
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private debugMode: boolean = true;
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private debugMode: boolean = false;
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/** 视图层逻辑代码分离演示 */
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@property(Node)
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@@ -5,6 +5,7 @@ import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/O
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import { smc } from "../common/SingletonModuleComp";
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import { GameEvent } from "../common/config/GameEvent";
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import { Timer } from "db://oops-framework/core/common/timer/Timer";
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import { mLogger } from "../common/Logger";
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const { ccclass, property } = _decorator;
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@@ -12,6 +13,8 @@ const { ccclass, property } = _decorator;
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@ccclass('MissionHomeComp')
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@ecs.register('MissionHome', false)
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export class MissionHomeComp extends CCComp {
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debugMode: boolean = false;
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protected onLoad(): void {
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this.on(GameEvent.MissionEnd,this.mission_end,this)
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this.on(GameEvent.MissionStart,this.mission_start,this)
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@@ -29,7 +32,7 @@ export class MissionHomeComp extends CCComp {
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mission_end(){
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console.log("[MissionHomeComp]=>mission_end")
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mLogger.log(this.debugMode, 'MissionHomeComp', "[MissionHomeComp]=>mission_end")
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this.home_active()
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}
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mission_start(){
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