Debug console cleanup
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5fffb666d6
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@ -66,7 +66,9 @@ var current_se_index :String
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func _process(delta):
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var sound_index = current_state.name + str(current_state.animation_frame)
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if current_se_index != sound_index and sound_effects_dict.has(sound_index):
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print("Play sound: ", current_state.name, current_state.animation_frame)
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if debug_component:
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print (get_path())
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print("\tPlay sound: ", current_state.name, current_state.animation_frame)
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current_se_index = sound_index
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##TODO: Better to do an is check here or a cast
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## We already assure these are SE_StateFrames
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@ -38,10 +38,10 @@ func _ready():
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# I think we only want to do this for network master players now
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if is_network_master():
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player_info_index = PlayerInfo.register_player()
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print ("Registered as player: ", player_info_index)
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if debug_actor:
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print ("Registered as player: ", player_info_index)
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player_data = PlayerInfo.get_player_data(player_info_index)
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PlayerInfo.get_player_data(player_info_index).player_health = health_component.health
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print ("My health is: ", player_data.player_health)
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player_data.player_inventory = player_inventory
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player_data.player_stamina = stamina_component.stamina
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else:
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@ -136,7 +136,6 @@ sound_effects = [ SubResource( 4 ), SubResource( 5 ), SubResource( 6 ) ]
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position = Vector2( 0, 2 )
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shape = SubResource( 1 )
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script = ExtResource( 31 )
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debug_component = true
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callable_state_machine = NodePath("../Movement_StateMachine")
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[node name="Health_Component" parent="." index="8" instance=ExtResource( 17 )]
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@ -13,12 +13,12 @@ onready var _secondary_item_count = $SecondaryItem/Label
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var _player_number :int
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# Called when the node enters the scene tree for the first time.
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func _ready():
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if primary_item == null:
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print("--------WTF is going oN")
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else:
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print("----------thats find. ")
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pass
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#func _ready():
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# if primary_item == null:
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# print("--------WTF is going oN")
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# else:
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# print("----------thats find. ")
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# pass
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#secondary_item.texture = PlayerInfo.player_inventory.secondary_selection.inventory_icon
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func set_player_number(_player_num: int) -> void:
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