godot-shooter / commit
Commented out a lot of enemy logs.
actors/Enemy.gd | 13 ++++++++----- 1 file changed, 8 insertions(+), 5 deletions(-) diff --git a/actors/Enemy.gd b/actors/Enemy.gd index 7a8b60c..7f086a8 100644 --- a/actors/Enemy.gd +++ b/actors/Enemy.gd @@ -39,13 +39,16 @@ func _ready() -> void: hurt() func path_changed() -> void: - Utils.log("path changed", navigation_agent.get_nav_path()) +# Utils.log("path changed", navigation_agent.get_nav_path()) + pass func velocity_computed(new_vel: Vector2) -> void: - Utils.log("velocity computed", new_vel) +# Utils.log("velocity computed", new_vel) + pass func target_reached() -> void: - Utils.log("target reached") +# Utils.log("target reached") + pass func _process(_delta: float) -> void: var pb: ProgressBar = $Graphics/Alive/Container/ProgressBar @@ -71,7 +74,7 @@ func _physics_process(_delta: float) -> void: var current_pos = global_position var next_pos = navigation_agent.get_next_location() var path = navigation_agent.get_nav_path() - Utils.log("next nav pos", next_pos, "current pos", current_pos, "nav finished", navigation_agent.is_navigation_finished(), "path", path) +# Utils.log("next nav pos", next_pos, "current pos", current_pos, "nav finished", navigation_agent.is_navigation_finished(), "path", path) var new_vel: Vector2 = next_pos - current_pos new_vel = new_vel.normalized() new_vel = new_vel * move_speed @@ -99,7 +102,7 @@ func set_target(pos: Vector2): # var change = dir_diff * turn_rate * move_speed # velocity = (velocity + change).normalized() * move_speed var nav_map = navigation_agent.get_navigation_map() - Utils.log("setting target location", pos, "map", nav_map) +# Utils.log("setting target location", pos, "map", nav_map) navigation_agent.set_target_location(pos)