UGCProjects/InfFire/Script/Global/Tool/UGCLogSystem.lua

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2025-01-04 23:00:19 +08:00
UGCLogSystem = UGCLogSystem or {}
UGCLogSystem.EnableLog = true
function UGCLogSystem.SetEnableLog(isEnable)
UGCLogSystem.EnableLog = isEnable
end
function UGCLogSystem.LogTag()
return "[UGCLogSystem] " .. (UGCGameSystem.IsServer() and "[Server]" or "[Client]")
end
function UGCLogSystem.Print(Log)
if not UGCLogSystem.EnableLog then return end
print(Log)
end
function UGCLogSystem.Log(Fmt, ...)
if not UGCLogSystem.EnableLog then return end
UGCLogSystem.Print(string.format(Fmt, ...))
end
function UGCLogSystem.LogTree(Fmt, OutTable)
if not UGCLogSystem.EnableLog then return end
log_tree(Fmt, OutTable)
end
function UGCLogSystem.UGCLog(Fmt, ...)
if not UGCLogSystem.EnableLog then return end
ugcprint(string.format(Fmt, ...));
end
function UGCLogSystem.LogError(Fmt, ...)
if not UGCLogSystem.EnableLog then return end
local LogStr = UGCLogSystem.LogTag() .. "[LogicError]" .. string.format(Fmt, ...)
UGCLogSystem.Print(LogStr)
end
function UGCLogSystem.LogCustom(color, fmt, ...)
if DefaultSettings.EnableTest then
GameState:CustomLog(color, fmt, ...);
end
end
local function StringJoin(InList, add)
local str = '';
for i, v in pairs(InList) do
str = str .. v .. add;
end
return str;
end
function UGCLogSystem.LogItemData(fmt, itemData, ...)
-- 组装成一个列表
--UGCLogSystem.Print(fmt .. StringJoin({...}, " = %s"), )
end