maint: cleaned up some debug.log lines to fight log clutter
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@@ -118,7 +118,6 @@ namespace Reset {
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if (check && isSingleTargetHit && !outputHit.isNoneOrNull) {
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if (check && isSingleTargetHit && !outputHit.isNoneOrNull) {
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outputHit.value = observer.hit;
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outputHit.value = observer.hit;
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} else if (check && !isSingleTargetHit && !outputHitArray.isNoneOrNull) {
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} else if (check && !isSingleTargetHit && !outputHitArray.isNoneOrNull) {
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Debug.Log(observer.overlapHits.Length);
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outputHitArray.value.AddRange(observer.overlapHits);
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outputHitArray.value.AddRange(observer.overlapHits);
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}
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}
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@@ -64,10 +64,7 @@ namespace NodeCanvas.Tasks.Conditions {
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InputAction thisAction = (InputAction)args[0];
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InputAction thisAction = (InputAction)args[0];
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InputActionPhase thisActionPhase = (InputActionPhase)args[1];
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InputActionPhase thisActionPhase = (InputActionPhase)args[1];
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// Debug.Log(thisActionPhase);
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if (actionName.value == thisAction.name && actionPhase.value == thisActionPhase && !blocked) {
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if (actionName.value == thisAction.name && actionPhase.value == thisActionPhase && !blocked) {
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Debug.Log($"Recieved an unblocked {thisAction} @ {Time.time}.");
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YieldReturn(true);
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YieldReturn(true);
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}
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}
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}
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}
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@@ -66,7 +66,7 @@ public class UnitCombat : UnitComponent {
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}
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}
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draggedUnitMovement.SetNewRotation(-transform.position.DirectionTo(draggedUnit.transform.position), 1f, true);
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draggedUnitMovement.SetNewRotation(-transform.position.DirectionTo(draggedUnit.transform.position), 1f, true);
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draggedUnitMovement.SetNewDirection((positionDelta).ToVector2(), 1f, true);
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draggedUnitMovement.SetNewDirection(positionDelta.ToVector2(), 1f, true);
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draggedUnitMovement.SetNewSpeed(speedDelta, 1f, true);
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draggedUnitMovement.SetNewSpeed(speedDelta, 1f, true);
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}
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}
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}
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}
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@@ -114,7 +114,6 @@ namespace Reset.Units{
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[Rpc(SendTo.Owner)]
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[Rpc(SendTo.Owner)]
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public void DoGraphEventRpc(string eventToSend){
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public void DoGraphEventRpc(string eventToSend){
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Debug.Log(eventToSend);
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GetComponent<FSMOwner>().SendEvent(eventToSend); }
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GetComponent<FSMOwner>().SendEvent(eventToSend); }
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}
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}
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}
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}
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