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 local LogStr = UGCLogSystem.LogTag()..string.format(Fmt, ...) UGCLogSystem.Print(LogStr) 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 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