refactor: 重命名Logger类并增加错误日志方法

- 将Logger类重命名为mLogger以符合命名规范
- 新增error方法用于统一错误输出
- 在多个组件中替换console.log/warn/error为mLogger的对应方法
- 为多个组件添加debugMode属性以控制模块级日志开关
- 新增HeroMasterComp组件框架
This commit is contained in:
panw
2026-02-03 14:40:02 +08:00
parent 859ab3bc2a
commit 63dd22fb88
16 changed files with 215 additions and 117 deletions

View File

@@ -10,6 +10,7 @@ import { HeroViewComp } from "../hero/HeroViewComp";
import { UIID } from "../common/config/GameUIConfig";
import { SkillView } from "../skill/SkillView";
import { FightSet, getLevelRewardType, CardType, FacSet } from "../common/config/GameSet";
import { mLogger } from "../common/Logger";
const { ccclass, property } = _decorator;
@@ -19,6 +20,9 @@ const { ccclass, property } = _decorator;
@ccclass('MissionComp')
@ecs.register('MissionComp', false)
export class MissionComp extends CCComp {
@property({ tooltip: "是否启用调试日志" })
private debugMode: boolean = false;
// VictoryComp:any = null;
// reward:number = 0;
// reward_num:number = 0;
@@ -84,7 +88,7 @@ export class MissionComp extends CCComp {
// 升级奖励触发
onLevelUp(event: string, args: any) {
console.log(`[MissionComp] 英雄升级到 ${args.lv} 级!`);
mLogger.log(this.debugMode, 'MissionComp', `[MissionComp] 英雄升级到 ${args.lv} 级!`);
this.call_cards(args.lv)
// 获取当前等级对应的奖励类型
@@ -96,7 +100,7 @@ export class MissionComp extends CCComp {
call_cards(lv:number){
const rewardType = getLevelRewardType(lv);
console.log(`[MissionComp] 触发奖励选择, 类型: ${rewardType}`);
mLogger.log(this.debugMode, 'MissionComp', `[MissionComp] 触发奖励选择, 类型: ${rewardType}`);
// 默认每级都触发属性选择
oops.message.dispatchEvent(GameEvent.AttrSelect);
@@ -119,7 +123,7 @@ export class MissionComp extends CCComp {
}
showLevelUpReward() {
// TODO: 显示三选一技能/属性奖励界面
console.log("[MissionComp] 显示升级奖励界面 (TODO)");
mLogger.log(this.debugMode, 'MissionComp', "[MissionComp] 显示升级奖励界面 (TODO)");
}
//奖励发放
@@ -128,7 +132,7 @@ export class MissionComp extends CCComp {
}
do_mon_dead(event:any,data:any){
// console.log("[MissionComp] do_mon_dead",event,data)
// mLogger.log(this.debugMode, 'MissionComp', "[MissionComp] do_mon_dead",event,data)
smc.vmdata.mission_data.mon_num--
// 计算并增加经验
// data 应该是怪物组件或包含怪物信息的对象
@@ -219,7 +223,7 @@ do_ad(){
// smc.mission.play = false;
smc.mission.pause = true;
// oops.message.dispatchEvent(GameEvent.FightEnd,{victory:false})
console.log("[MissionComp] open_Victory",is_hero_dead,this.revive_times)
mLogger.log(this.debugMode, 'MissionComp', "[MissionComp] open_Victory",is_hero_dead,this.revive_times)
oops.gui.open(UIID.Victory,{
victory:false,
rewards:this.rewards,
@@ -232,13 +236,13 @@ do_ad(){
onReviveSuccess() {
if (this.revive_times > 0) {
this.revive_times--;
console.log(`[MissionComp] 玩家复活,剩余次数: ${this.revive_times}`);
mLogger.log(this.debugMode, 'MissionComp', `[MissionComp] 玩家复活,剩余次数: ${this.revive_times}`);
}
}
fight_end(){
// console.log("任务结束")
// mLogger.log(this.debugMode, 'MissionComp', "任务结束")
// 延迟0.5秒后执行任务结束逻辑
this.scheduleOnce(() => {
smc.mission.play=false
@@ -247,7 +251,7 @@ do_ad(){
}
mission_end(){
// console.log("[MissionComp] mission_end")
// mLogger.log(this.debugMode, 'MissionComp', "[MissionComp] mission_end")
// 合并 FightEnd 逻辑:清理组件、停止游戏循环
smc.mission.play=false
this.cleanComponents()
@@ -273,6 +277,7 @@ 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
@@ -301,7 +306,7 @@ do_ad(){
};
// console.log("[MissionComp]局内数据初始化",smc.vmdata.mission_data)
// mLogger.log(this.debugMode, 'MissionComp', "[MissionComp]局内数据初始化",smc.vmdata.mission_data)
}
private cleanComponents() {