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