WulaFallenEmpireSettings.cs - 添加了 public bool enableDebugLogs = false; 字段和保存配置

 WulaLog.cs - 修改了DebugEnabled属性,仅检查enableDebugLogs设置(不检查DevMode)
 WulaFallenEmpireMod.cs - 在DoSettingsWindowContents中添加了UI复选框,显示"Enable Debug Logs"选项
 替换了所有848个Log.Message/Error/Warning调用为WulaLog.Debug()
This commit is contained in:
2025-12-15 13:05:50 +08:00
parent 9bdcd8e308
commit 98a0400c78
134 changed files with 1000 additions and 1019 deletions

View File

@@ -1,4 +1,4 @@
using RimWorld;
using RimWorld;
using Verse;
using UnityEngine;
using System.Collections.Generic;
@@ -36,7 +36,7 @@ namespace WulaFallenEmpire
try
{
Log.Message($"[Bombardment] Starting bombardment at {target.Cell} with direction to {dest.Cell}");
WulaLog.Debug($"[Bombardment] Starting bombardment at {target.Cell} with direction to {dest.Cell}");
// 计算轰炸区域和方向(基于两个目标点)
CalculateBombardmentArea(target.Cell, dest.Cell);
@@ -50,11 +50,11 @@ namespace WulaFallenEmpire
// 开始前摇
StartWarmup();
Log.Message($"[Bombardment] Bombardment initialized: {targetCells.Count} targets in {bombardmentRows.Count} rows");
WulaLog.Debug($"[Bombardment] Bombardment initialized: {targetCells.Count} targets in {bombardmentRows.Count} rows");
}
catch (System.Exception ex)
{
Log.Error($"[Bombardment] Error starting bombardment: {ex}");
WulaLog.Debug($"[Bombardment] Error starting bombardment: {ex}");
}
}
@@ -253,7 +253,7 @@ namespace WulaFallenEmpire
bombardmentDirection = direction;
Log.Message($"[Bombardment] Bombardment direction: {bombardmentDirection} (from {startCell} to {directionCell})");
WulaLog.Debug($"[Bombardment] Bombardment direction: {bombardmentDirection} (from {startCell} to {directionCell})");
}
private void SelectTargetCells()
@@ -294,7 +294,7 @@ namespace WulaFallenEmpire
}
targetCells = selectedCells;
Log.Message($"[Bombardment] Selected {targetCells.Count} target cells from {areaCells.Count} area cells");
WulaLog.Debug($"[Bombardment] Selected {targetCells.Count} target cells from {areaCells.Count} area cells");
}
// 修复:重新组织目标格子成排,确保正确的渐进顺序
@@ -343,7 +343,7 @@ namespace WulaFallenEmpire
});
}
Log.Message($"[Bombardment] Organized into {bombardmentRows.Count} rows in progressive order");
WulaLog.Debug($"[Bombardment] Organized into {bombardmentRows.Count} rows in progressive order");
}
private void StartWarmup()
@@ -359,7 +359,7 @@ namespace WulaFallenEmpire
CreateAreaEffecter();
}
Log.Message($"[Bombardment] Warmup started: {warmupTicksRemaining} ticks remaining");
WulaLog.Debug($"[Bombardment] Warmup started: {warmupTicksRemaining} ticks remaining");
}
private void UpdateWarmup()
@@ -371,7 +371,7 @@ namespace WulaFallenEmpire
// 前摇结束,开始轰炸
currentState = BombardmentState.Bombarding;
nextBombardmentTick = Find.TickManager.TicksGame;
Log.Message($"[Bombardment] Warmup completed, starting progressive bombardment");
WulaLog.Debug($"[Bombardment] Warmup completed, starting progressive bombardment");
}
}
@@ -384,7 +384,7 @@ namespace WulaFallenEmpire
{
// 所有排都轰炸完毕
currentState = BombardmentState.Completed;
Log.Message($"[Bombardment] Progressive bombardment completed");
WulaLog.Debug($"[Bombardment] Progressive bombardment completed");
return;
}
@@ -396,7 +396,7 @@ namespace WulaFallenEmpire
currentRowIndex++;
currentCellIndex = 0;
nextBombardmentTick = Find.TickManager.TicksGame + Props.rowDelayTicks;
Log.Message($"[Bombardment] Moving to next row {currentRowIndex + 1}/{bombardmentRows.Count}");
WulaLog.Debug($"[Bombardment] Moving to next row {currentRowIndex + 1}/{bombardmentRows.Count}");
return;
}
@@ -408,7 +408,7 @@ namespace WulaFallenEmpire
nextBombardmentTick = Find.TickManager.TicksGame + Props.impactDelayTicks;
// 记录轰炸进度
Log.Message($"[Bombardment] Bombarding cell {currentCellIndex}/{currentRow.cells.Count} in row {currentRowIndex + 1}/{bombardmentRows.Count}");
WulaLog.Debug($"[Bombardment] Bombarding cell {currentCellIndex}/{currentRow.cells.Count} in row {currentRowIndex + 1}/{bombardmentRows.Count}");
}
private void LaunchBombardment(IntVec3 targetCell)
@@ -420,7 +420,7 @@ namespace WulaFallenEmpire
// 使用 Skyfaller
Skyfaller skyfaller = SkyfallerMaker.MakeSkyfaller(Props.skyfallerDef);
GenSpawn.Spawn(skyfaller, targetCell, parent.pawn.Map);
Log.Message($"[Bombardment] Launched skyfaller at {targetCell}");
WulaLog.Debug($"[Bombardment] Launched skyfaller at {targetCell}");
}
else if (Props.projectileDef != null)
{
@@ -429,12 +429,12 @@ namespace WulaFallenEmpire
}
else
{
Log.Error($"[Bombardment] No skyfaller or projectile defined for bombardment");
WulaLog.Debug($"[Bombardment] No skyfaller or projectile defined for bombardment");
}
}
catch (System.Exception ex)
{
Log.Error($"[Bombardment] Error launching bombardment at {targetCell}: {ex}");
WulaLog.Debug($"[Bombardment] Error launching bombardment at {targetCell}: {ex}");
}
}
@@ -455,7 +455,7 @@ namespace WulaFallenEmpire
ProjectileHitFlags.All,
false
);
Log.Message($"[Bombardment] Launched projectile at {targetCell}");
WulaLog.Debug($"[Bombardment] Launched projectile at {targetCell}");
}
}
@@ -482,7 +482,7 @@ namespace WulaFallenEmpire
bombardmentRows.Clear();
currentPreviewCells.Clear();
Log.Message($"[Bombardment] Cleanup completed");
WulaLog.Debug($"[Bombardment] Cleanup completed");
}
private IntVec3 GetSafeMapPosition(IntVec3 pos, Map map)