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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@@ -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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