✅ 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:
@@ -1,4 +1,4 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Generic;
|
||||
using RimWorld;
|
||||
using UnityEngine;
|
||||
using Verse;
|
||||
@@ -52,23 +52,23 @@ namespace WulaFallenEmpire
|
||||
currentLongitudinalOffset = Props.longitudinalInitialOffset;
|
||||
}
|
||||
|
||||
Log.Message($"SectorSurveillance: Initialized - Angle: {Props.sectorAngle}°, Range: {Props.sectorRange}, Shots: {Props.shotCount}, Interval: {Props.shotInterval}s");
|
||||
Log.Message($"SectorSurveillance: ProjectileDef = {Props.projectileDef?.defName ?? "NULL"}");
|
||||
Log.Message($"SectorSurveillance: Parent = {parent?.def?.defName ?? "NULL"} at {parent?.Position.ToString() ?? "NULL"}");
|
||||
Log.Message($"SectorSurveillance: Max Projectiles = {Props.maxProjectiles}, Remaining = {remainingProjectiles}");
|
||||
Log.Message($"SectorSurveillance: Lateral Mode: {Props.lateralOffsetMode}, Longitudinal Mode: {Props.longitudinalOffsetMode}");
|
||||
WulaLog.Debug($"SectorSurveillance: Initialized - Angle: {Props.sectorAngle}°, Range: {Props.sectorRange}, Shots: {Props.shotCount}, Interval: {Props.shotInterval}s");
|
||||
WulaLog.Debug($"SectorSurveillance: ProjectileDef = {Props.projectileDef?.defName ?? "NULL"}");
|
||||
WulaLog.Debug($"SectorSurveillance: Parent = {parent?.def?.defName ?? "NULL"} at {parent?.Position.ToString() ?? "NULL"}");
|
||||
WulaLog.Debug($"SectorSurveillance: Max Projectiles = {Props.maxProjectiles}, Remaining = {remainingProjectiles}");
|
||||
WulaLog.Debug($"SectorSurveillance: Lateral Mode: {Props.lateralOffsetMode}, Longitudinal Mode: {Props.longitudinalOffsetMode}");
|
||||
|
||||
InitializeFactionCache();
|
||||
}
|
||||
|
||||
private void InitializeFactionCache()
|
||||
{
|
||||
Log.Message($"SectorSurveillance: Initializing faction cache...");
|
||||
WulaLog.Debug($"SectorSurveillance: Initializing faction cache...");
|
||||
|
||||
if (parent.Faction != null)
|
||||
{
|
||||
cachedFaction = parent.Faction;
|
||||
Log.Message($"SectorSurveillance: Using parent.Faction: {cachedFaction?.Name ?? "NULL"}");
|
||||
WulaLog.Debug($"SectorSurveillance: Using parent.Faction: {cachedFaction?.Name ?? "NULL"}");
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -76,21 +76,21 @@ namespace WulaFallenEmpire
|
||||
if (flyOver?.caster != null && flyOver.caster.Faction != null)
|
||||
{
|
||||
cachedFaction = flyOver.caster.Faction;
|
||||
Log.Message($"SectorSurveillance: Using caster.Faction: {cachedFaction?.Name ?? "NULL"}");
|
||||
WulaLog.Debug($"SectorSurveillance: Using caster.Faction: {cachedFaction?.Name ?? "NULL"}");
|
||||
}
|
||||
else if (flyOver?.faction != null)
|
||||
{
|
||||
cachedFaction = flyOver.faction;
|
||||
Log.Message($"SectorSurveillance: Using flyOver.faction: {cachedFaction?.Name ?? "NULL"}");
|
||||
WulaLog.Debug($"SectorSurveillance: Using flyOver.faction: {cachedFaction?.Name ?? "NULL"}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Error($"SectorSurveillance: CRITICAL - No faction found!");
|
||||
WulaLog.Debug($"SectorSurveillance: CRITICAL - No faction found!");
|
||||
}
|
||||
}
|
||||
|
||||
factionInitialized = true;
|
||||
Log.Message($"SectorSurveillance: Faction cache initialized: {cachedFaction?.Name ?? "NULL"}");
|
||||
WulaLog.Debug($"SectorSurveillance: Faction cache initialized: {cachedFaction?.Name ?? "NULL"}");
|
||||
}
|
||||
|
||||
private Faction GetEffectiveFaction()
|
||||
@@ -102,7 +102,7 @@ namespace WulaFallenEmpire
|
||||
|
||||
if (cachedFaction == null)
|
||||
{
|
||||
Log.Warning("SectorSurveillance: Cached faction is null, reinitializing...");
|
||||
WulaLog.Debug("SectorSurveillance: Cached faction is null, reinitializing...");
|
||||
InitializeFactionCache();
|
||||
}
|
||||
|
||||
@@ -118,8 +118,8 @@ namespace WulaFallenEmpire
|
||||
if (Find.TickManager.TicksGame % 60 == 0)
|
||||
{
|
||||
Faction currentFaction = GetEffectiveFaction();
|
||||
Log.Message($"SectorSurveillance Status: Frames={totalFramesProcessed}, TargetsFound={totalTargetsFound}, ShotsFired={totalShotsFired}, ActiveTargets={activeTargets.Count}, Cooldowns={shotCooldowns.Count}, Faction={currentFaction?.Name ?? "NULL"}, RemainingProjectiles={remainingProjectiles}, AmmoExhausted={ammoExhausted}");
|
||||
Log.Message($"SectorSurveillance Offsets: Lateral={currentLateralOffsetAngle:F1}°, Longitudinal={currentLongitudinalOffset:F1}, TotalShots={shotsFired}");
|
||||
WulaLog.Debug($"SectorSurveillance Status: Frames={totalFramesProcessed}, TargetsFound={totalTargetsFound}, ShotsFired={totalShotsFired}, ActiveTargets={activeTargets.Count}, Cooldowns={shotCooldowns.Count}, Faction={currentFaction?.Name ?? "NULL"}, RemainingProjectiles={remainingProjectiles}, AmmoExhausted={ammoExhausted}");
|
||||
WulaLog.Debug($"SectorSurveillance Offsets: Lateral={currentLateralOffsetAngle:F1}°, Longitudinal={currentLongitudinalOffset:F1}, TotalShots={shotsFired}");
|
||||
}
|
||||
|
||||
UpdateShotCooldowns();
|
||||
@@ -165,7 +165,7 @@ namespace WulaFallenEmpire
|
||||
foreach (Pawn pawn in toRemove)
|
||||
{
|
||||
shotCooldowns.Remove(pawn);
|
||||
Log.Message($"SectorSurveillance: Cooldown finished for {pawn?.Label ?? "NULL"}");
|
||||
WulaLog.Debug($"SectorSurveillance: Cooldown finished for {pawn?.Label ?? "NULL"}");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -178,11 +178,11 @@ namespace WulaFallenEmpire
|
||||
}
|
||||
|
||||
List<Pawn> enemiesInSector = GetEnemiesInSector();
|
||||
Log.Message($"SectorSurveillance: Found {enemiesInSector.Count} enemies in sector");
|
||||
WulaLog.Debug($"SectorSurveillance: Found {enemiesInSector.Count} enemies in sector");
|
||||
|
||||
if (enemiesInSector.Count > 0)
|
||||
{
|
||||
Log.Message($"SectorSurveillance: Enemies in sector: {string.Join(", ", enemiesInSector.ConvertAll(p => p.Label))}");
|
||||
WulaLog.Debug($"SectorSurveillance: Enemies in sector: {string.Join(", ", enemiesInSector.ConvertAll(p => p.Label))}");
|
||||
}
|
||||
|
||||
foreach (Pawn enemy in enemiesInSector)
|
||||
@@ -194,7 +194,7 @@ namespace WulaFallenEmpire
|
||||
!shotCooldowns.ContainsKey(enemy))
|
||||
{
|
||||
activeTargets[enemy] = Props.shotCount;
|
||||
Log.Message($"SectorSurveillance: Starting attack sequence on {enemy.Label} at {enemy.Position} - {Props.shotCount} shots");
|
||||
WulaLog.Debug($"SectorSurveillance: Starting attack sequence on {enemy.Label} at {enemy.Position} - {Props.shotCount} shots");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -231,26 +231,26 @@ namespace WulaFallenEmpire
|
||||
|
||||
if (!IsInSector(enemy.Position))
|
||||
{
|
||||
Log.Message($"SectorSurveillance: Target {enemy.Label} left sector, cancelling attack");
|
||||
WulaLog.Debug($"SectorSurveillance: Target {enemy.Label} left sector, cancelling attack");
|
||||
completedTargets.Add(enemy);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (shotCooldowns.ContainsKey(enemy))
|
||||
{
|
||||
Log.Message($"SectorSurveillance: Target {enemy.Label} in cooldown, skipping this frame");
|
||||
WulaLog.Debug($"SectorSurveillance: Target {enemy.Label} in cooldown, skipping this frame");
|
||||
continue;
|
||||
}
|
||||
|
||||
// 检查剩余射弹数量
|
||||
if (remainingProjectiles == 0)
|
||||
{
|
||||
Log.Message($"SectorSurveillance: Ammo exhausted, cannot fire at {enemy.Label}");
|
||||
WulaLog.Debug($"SectorSurveillance: Ammo exhausted, cannot fire at {enemy.Label}");
|
||||
ammoExhausted = true;
|
||||
break; // 跳出循环,不再发射任何射弹
|
||||
}
|
||||
|
||||
Log.Message($"SectorSurveillance: Attempting to fire at {enemy.Label}, remaining shots: {remainingShots}, remaining projectiles: {remainingProjectiles}");
|
||||
WulaLog.Debug($"SectorSurveillance: Attempting to fire at {enemy.Label}, remaining shots: {remainingShots}, remaining projectiles: {remainingProjectiles}");
|
||||
if (LaunchProjectileAt(enemy))
|
||||
{
|
||||
totalShotsFired++;
|
||||
@@ -261,13 +261,13 @@ namespace WulaFallenEmpire
|
||||
if (remainingProjectiles > 0)
|
||||
{
|
||||
remainingProjectiles--;
|
||||
Log.Message($"SectorSurveillance: Remaining projectiles: {remainingProjectiles}");
|
||||
WulaLog.Debug($"SectorSurveillance: Remaining projectiles: {remainingProjectiles}");
|
||||
|
||||
// 检查是否耗尽弹药
|
||||
if (remainingProjectiles == 0)
|
||||
{
|
||||
ammoExhausted = true;
|
||||
Log.Message($"SectorSurveillance: AMMO EXHAUSTED - No more projectiles available");
|
||||
WulaLog.Debug($"SectorSurveillance: AMMO EXHAUSTED - No more projectiles available");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -277,18 +277,18 @@ namespace WulaFallenEmpire
|
||||
int cooldownTicks = Mathf.RoundToInt(Props.shotInterval * 60f);
|
||||
shotCooldowns[enemy] = cooldownTicks;
|
||||
|
||||
Log.Message($"SectorSurveillance: Successfully fired at {enemy.Label}, {remainingShots} shots remaining, cooldown: {cooldownTicks} ticks");
|
||||
WulaLog.Debug($"SectorSurveillance: Successfully fired at {enemy.Label}, {remainingShots} shots remaining, cooldown: {cooldownTicks} ticks");
|
||||
|
||||
if (remainingShots <= 0)
|
||||
{
|
||||
attackedPawns.Add(enemy);
|
||||
completedTargets.Add(enemy);
|
||||
Log.Message($"SectorSurveillance: Completed attack sequence on {enemy.Label}");
|
||||
WulaLog.Debug($"SectorSurveillance: Completed attack sequence on {enemy.Label}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Error($"SectorSurveillance: Failed to fire projectile at {enemy.Label}");
|
||||
WulaLog.Debug($"SectorSurveillance: Failed to fire projectile at {enemy.Label}");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -299,13 +299,13 @@ namespace WulaFallenEmpire
|
||||
if (enemy != null)
|
||||
{
|
||||
activeTargets.Remove(enemy);
|
||||
Log.Message($"SectorSurveillance: Removed {enemy.Label} from active targets");
|
||||
WulaLog.Debug($"SectorSurveillance: Removed {enemy.Label} from active targets");
|
||||
}
|
||||
else
|
||||
{
|
||||
// 如果目标已不存在,直接从字典中移除对应的键
|
||||
activeTargets.Remove(enemy);
|
||||
Log.Message($"SectorSurveillance: Removed null target from active targets");
|
||||
WulaLog.Debug($"SectorSurveillance: Removed null target from active targets");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -448,14 +448,14 @@ namespace WulaFallenEmpire
|
||||
|
||||
if (map == null)
|
||||
{
|
||||
Log.Error("SectorSurveillance: Map is null!");
|
||||
WulaLog.Debug("SectorSurveillance: Map is null!");
|
||||
return enemies;
|
||||
}
|
||||
|
||||
FlyOver flyOver = parent as FlyOver;
|
||||
if (flyOver == null)
|
||||
{
|
||||
Log.Error("SectorSurveillance: Parent is not a FlyOver!");
|
||||
WulaLog.Debug("SectorSurveillance: Parent is not a FlyOver!");
|
||||
return enemies;
|
||||
}
|
||||
|
||||
@@ -464,7 +464,7 @@ namespace WulaFallenEmpire
|
||||
float range = Props.sectorRange;
|
||||
float halfAngle = Props.sectorAngle * 0.5f;
|
||||
|
||||
Log.Message($"SectorSurveillance: Checking sector - Center: {center}, Direction: {flightDirection}, Range: {range}, HalfAngle: {halfAngle}");
|
||||
WulaLog.Debug($"SectorSurveillance: Checking sector - Center: {center}, Direction: {flightDirection}, Range: {range}, HalfAngle: {halfAngle}");
|
||||
|
||||
int totalEnemiesChecked = 0;
|
||||
|
||||
@@ -480,12 +480,12 @@ namespace WulaFallenEmpire
|
||||
if (inSector)
|
||||
{
|
||||
enemies.Add(pawn);
|
||||
Log.Message($"SectorSurveillance: Valid target found - {pawn.Label} at {pawn.Position}, in sector: {inSector}");
|
||||
WulaLog.Debug($"SectorSurveillance: Valid target found - {pawn.Label} at {pawn.Position}, in sector: {inSector}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Log.Message($"SectorSurveillance: Checked {totalEnemiesChecked} pawns, found {enemies.Count} valid targets in sector");
|
||||
WulaLog.Debug($"SectorSurveillance: Checked {totalEnemiesChecked} pawns, found {enemies.Count} valid targets in sector");
|
||||
return enemies;
|
||||
}
|
||||
|
||||
@@ -493,32 +493,32 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
if (pawn == null)
|
||||
{
|
||||
Log.Message("SectorSurveillance: IsValidTarget - pawn is null");
|
||||
WulaLog.Debug("SectorSurveillance: IsValidTarget - pawn is null");
|
||||
return false;
|
||||
}
|
||||
|
||||
// 关键修复:检查pawn是否已被销毁或死亡
|
||||
if (pawn.Destroyed || pawn.Dead || !pawn.Spawned)
|
||||
{
|
||||
Log.Message($"SectorSurveillance: IsValidTarget - {pawn.Label} is destroyed/dead/unspawned");
|
||||
WulaLog.Debug($"SectorSurveillance: IsValidTarget - {pawn.Label} is destroyed/dead/unspawned");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (pawn.Downed)
|
||||
{
|
||||
Log.Message($"SectorSurveillance: IsValidTarget - {pawn.Label} is downed");
|
||||
WulaLog.Debug($"SectorSurveillance: IsValidTarget - {pawn.Label} is downed");
|
||||
return false;
|
||||
}
|
||||
|
||||
Faction effectiveFaction = GetEffectiveFaction();
|
||||
if (effectiveFaction == null)
|
||||
{
|
||||
Log.Error($"SectorSurveillance: IsValidTarget - No effective faction found for {pawn.Label}");
|
||||
WulaLog.Debug($"SectorSurveillance: IsValidTarget - No effective faction found for {pawn.Label}");
|
||||
return false;
|
||||
}
|
||||
|
||||
bool hostile = pawn.HostileTo(effectiveFaction);
|
||||
Log.Message($"SectorSurveillance: IsValidTarget - {pawn.Label} from {pawn.Faction?.Name ?? "NULL"} is hostile to {effectiveFaction.Name}: {hostile}");
|
||||
WulaLog.Debug($"SectorSurveillance: IsValidTarget - {pawn.Label} from {pawn.Faction?.Name ?? "NULL"} is hostile to {effectiveFaction.Name}: {hostile}");
|
||||
|
||||
return hostile;
|
||||
}
|
||||
@@ -528,7 +528,7 @@ namespace WulaFallenEmpire
|
||||
FlyOver flyOver = parent as FlyOver;
|
||||
if (flyOver == null)
|
||||
{
|
||||
Log.Error("SectorSurveillance: IsInSector - Parent is not a FlyOver!");
|
||||
WulaLog.Debug("SectorSurveillance: IsInSector - Parent is not a FlyOver!");
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -539,7 +539,7 @@ namespace WulaFallenEmpire
|
||||
float distance = targetVector.magnitude;
|
||||
if (distance > Props.sectorRange)
|
||||
{
|
||||
Log.Message($"SectorSurveillance: IsInSector - Target at {targetPos} is out of range: {distance:F1} > {Props.sectorRange}");
|
||||
WulaLog.Debug($"SectorSurveillance: IsInSector - Target at {targetPos} is out of range: {distance:F1} > {Props.sectorRange}");
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -548,7 +548,7 @@ namespace WulaFallenEmpire
|
||||
|
||||
bool inAngle = angle <= Props.sectorAngle * 0.5f;
|
||||
|
||||
Log.Message($"SectorSurveillance: IsInSector - Target at {targetPos}, distance: {distance:F1}, angle: {angle:F1}°, inAngle: {inAngle}");
|
||||
WulaLog.Debug($"SectorSurveillance: IsInSector - Target at {targetPos}, distance: {distance:F1}, angle: {angle:F1}°, inAngle: {inAngle}");
|
||||
|
||||
return inAngle;
|
||||
}
|
||||
@@ -557,11 +557,11 @@ namespace WulaFallenEmpire
|
||||
{
|
||||
if (Props.projectileDef == null)
|
||||
{
|
||||
Log.Error("SectorSurveillance: No projectile defined for sector surveillance");
|
||||
WulaLog.Debug("SectorSurveillance: No projectile defined for sector surveillance");
|
||||
return false;
|
||||
}
|
||||
|
||||
Log.Message($"SectorSurveillance: LaunchProjectileAt - Starting launch for target {target?.Label ?? "NULL"}");
|
||||
WulaLog.Debug($"SectorSurveillance: LaunchProjectileAt - Starting launch for target {target?.Label ?? "NULL"}");
|
||||
|
||||
try
|
||||
{
|
||||
@@ -574,33 +574,33 @@ namespace WulaFallenEmpire
|
||||
|
||||
IntVec3 spawnCell = offsetSpawnPos.ToIntVec3();
|
||||
|
||||
Log.Message($"SectorSurveillance: Spawn position - World: {offsetSpawnPos}, Cell: {spawnCell}, Lateral Offset: {currentLateralOffsetAngle:F1}°, Longitudinal Offset: {currentLongitudinalOffset:F1}");
|
||||
WulaLog.Debug($"SectorSurveillance: Spawn position - World: {offsetSpawnPos}, Cell: {spawnCell}, Lateral Offset: {currentLateralOffsetAngle:F1}°, Longitudinal Offset: {currentLongitudinalOffset:F1}");
|
||||
|
||||
if (parent.Map == null)
|
||||
{
|
||||
Log.Error("SectorSurveillance: Map is null during projectile launch");
|
||||
WulaLog.Debug("SectorSurveillance: Map is null during projectile launch");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!spawnCell.InBounds(parent.Map))
|
||||
{
|
||||
Log.Error($"SectorSurveillance: Spawn cell {spawnCell} is out of bounds");
|
||||
WulaLog.Debug($"SectorSurveillance: Spawn cell {spawnCell} is out of bounds");
|
||||
return false;
|
||||
}
|
||||
|
||||
Log.Message($"SectorSurveillance: Attempting to spawn projectile: {Props.projectileDef.defName}");
|
||||
WulaLog.Debug($"SectorSurveillance: Attempting to spawn projectile: {Props.projectileDef.defName}");
|
||||
Projectile projectile = (Projectile)GenSpawn.Spawn(Props.projectileDef, spawnCell, parent.Map);
|
||||
|
||||
if (projectile != null)
|
||||
{
|
||||
Log.Message($"SectorSurveillance: Projectile spawned successfully: {projectile}");
|
||||
WulaLog.Debug($"SectorSurveillance: Projectile spawned successfully: {projectile}");
|
||||
|
||||
Thing launcher = GetLauncher();
|
||||
Vector3 launchPos = offsetSpawnPos;
|
||||
|
||||
LocalTargetInfo targetInfo = new LocalTargetInfo(target);
|
||||
|
||||
Log.Message($"SectorSurveillance: Launching projectile - Launcher: {launcher?.def?.defName ?? "NULL"}, LaunchPos: {launchPos}, Target: {targetInfo.Cell}");
|
||||
WulaLog.Debug($"SectorSurveillance: Launching projectile - Launcher: {launcher?.def?.defName ?? "NULL"}, LaunchPos: {launchPos}, Target: {targetInfo.Cell}");
|
||||
|
||||
projectile.Launch(
|
||||
launcher,
|
||||
@@ -617,19 +617,19 @@ namespace WulaFallenEmpire
|
||||
CreateOffsetEffect(offsetSpawnPos, directionToTarget);
|
||||
}
|
||||
|
||||
Log.Message($"SectorSurveillance: Projectile launched successfully");
|
||||
WulaLog.Debug($"SectorSurveillance: Projectile launched successfully");
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Error("SectorSurveillance: Failed to spawn projectile - GenSpawn.Spawn returned null");
|
||||
WulaLog.Debug("SectorSurveillance: Failed to spawn projectile - GenSpawn.Spawn returned null");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
catch (System.Exception ex)
|
||||
{
|
||||
Log.Error($"SectorSurveillance: Exception launching projectile: {ex}");
|
||||
Log.Error($"SectorSurveillance: Stack trace: {ex.StackTrace}");
|
||||
WulaLog.Debug($"SectorSurveillance: Exception launching projectile: {ex}");
|
||||
WulaLog.Debug($"SectorSurveillance: Stack trace: {ex.StackTrace}");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
@@ -653,11 +653,11 @@ namespace WulaFallenEmpire
|
||||
FlyOver flyOver = parent as FlyOver;
|
||||
//if (flyOver != null && flyOver.caster != null)
|
||||
//{
|
||||
// Log.Message($"SectorSurveillance: Using caster as launcher: {flyOver.caster.Label}");
|
||||
// WulaLog.Debug($"SectorSurveillance: Using caster as launcher: {flyOver.caster.Label}");
|
||||
// return flyOver.caster;
|
||||
//}
|
||||
|
||||
Log.Message($"SectorSurveillance: Using parent as launcher: {parent.Label}");
|
||||
WulaLog.Debug($"SectorSurveillance: Using parent as launcher: {parent.Label}");
|
||||
return parent;
|
||||
}
|
||||
|
||||
@@ -732,10 +732,10 @@ namespace WulaFallenEmpire
|
||||
// 新增:调试方法
|
||||
public void DebugOffsetStatus()
|
||||
{
|
||||
Log.Message($"SectorSurveillance Offset Status:");
|
||||
Log.Message($" Lateral - Angle: {currentLateralOffsetAngle:F1}°, Mode: {Props.lateralOffsetMode}");
|
||||
Log.Message($" Longitudinal - Offset: {currentLongitudinalOffset:F1}, Mode: {Props.longitudinalOffsetMode}");
|
||||
Log.Message($" Shots Fired: {shotsFired}, Forward Phase: {isForwardPhase}");
|
||||
WulaLog.Debug($"SectorSurveillance Offset Status:");
|
||||
WulaLog.Debug($" Lateral - Angle: {currentLateralOffsetAngle:F1}°, Mode: {Props.lateralOffsetMode}");
|
||||
WulaLog.Debug($" Longitudinal - Offset: {currentLongitudinalOffset:F1}, Mode: {Props.longitudinalOffsetMode}");
|
||||
WulaLog.Debug($" Shots Fired: {shotsFired}, Forward Phase: {isForwardPhase}");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user