refactor: 统一替换内置console日志为可配置化日志系统

1.  将各业务模块中的硬编码console日志替换为自定义Logger模块,新增DEBUG开关控制日志输出
2.  为MissSkillsComp新增道具卡牌使用处理逻辑,支持药水类技能直接给全队施加buff
3.  修复了道具卡牌事件监听绑定错误的问题
4.  新增了hero预制体的meta配置文件
5.  调整了装备预制体的UI布局参数
This commit is contained in:
panFD
2026-07-23 23:58:06 +08:00
parent ac0891ccdd
commit b3efb06894
10 changed files with 9296 additions and 5176 deletions

View File

@@ -13,6 +13,7 @@ import { GameEvent } from "../common/config/GameEvent";
import { SkillTriggerType } from "../common/config/heroSet";
import { SkillTriggerHelper } from "./SkillTriggerHelper";
import { MissionEconomy } from "../map/MissionEconomy";
import { mLogger } from "../common/Logger";
import { MissionHeroComp } from "../map/MissionHeroComp";
import { buffManager } from "./BuffManager";
@@ -142,11 +143,11 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
}
}
console.log("[SCastSystem] forceCastCardSkill: casting skill", s_uuid, "castTimes", castTimes, "targetPos", targetPos, "isFriendly", isFriendly, "buff_value", config.buff_value, "timed_buff_id", config.timed_buff_id);
mLogger.log(this.debugMode, "SCastSystem", "forceCastCardSkill: casting skill", s_uuid, "castTimes", castTimes, "targetPos", targetPos, "isFriendly", isFriendly, "buff_value", config.buff_value, "timed_buff_id", config.timed_buff_id);
for (let i = 0; i < castTimes; i++) {
if (isFriendly) {
const friendlyTargets = this.resolveFriendlyTargets(targetEids, FacSet.HERO);
console.log("[SCastSystem] friendlyTargets count =", friendlyTargets.length);
mLogger.log(this.debugMode, "SCastSystem", "friendlyTargets count =", friendlyTargets.length);
if (friendlyTargets.length === 0) continue;
this.applyFriendlySkillEffects(s_uuid, cardLv, config, null as any, mockAttrs, friendlyTargets, spawnPos);
} else {
@@ -460,7 +461,7 @@ export class SCastSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
if (!target.ent) return;
const model = target.ent.get(HeroAttrsComp);
if (!model || model.is_dead) return;
console.log(`[SCastSystem] applyActualFriendlyEffect: skill=${config.uuid} kind=${kind} buff_type=${config.buff_type} timed_buff_id=${config.timed_buff_id} buff_value=${config.buff_value} target=${model.hero_name}`);
mLogger.log(this.debugMode, "SCastSystem", `applyActualFriendlyEffect: skill=${config.uuid} kind=${kind} buff_type=${config.buff_type} timed_buff_id=${config.timed_buff_id} buff_value=${config.buff_value} target=${model.hero_name}`);
if (config.endAnm && config.endAnm !== "") {
target.playEnd(config.endAnm);