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