godot-shooter / commit
Removed some logs about inputs.
HUD.gd | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/HUD.gd b/HUD.gd index c52f9e4..5888efd 100644 --- a/HUD.gd +++ b/HUD.gd @@ -25,13 +25,13 @@ func _input(event: InputEvent) -> void: return if event is InputEventScreenTouch and event.pressed: - Utils.log("signal position_set - touch pressed", "position", event.position) +# Utils.log("signal position_set - touch pressed", "position", event.position) emit_signal("position_set", event.position) if event is InputEventScreenDrag: - Utils.log("signal position_set - screen dragged", "position", event.position) +# Utils.log("signal position_set - screen dragged", "position", event.position) emit_signal("position_set", event.position) if event is InputEventMouseButton: - Utils.log("signal position_set - mouse button", "pressed", event.pressed, "position", event.position) +# Utils.log("signal position_set - mouse button", "pressed", event.pressed, "position", event.position) if not is_dragging and event.pressed: is_dragging = true get_tree().paused = true @@ -40,7 +40,7 @@ func _input(event: InputEvent) -> void: is_dragging = false get_tree().paused = false if event is InputEventMouseMotion and is_dragging: - Utils.log("signal position_set - mouse motion", "position", event.position) +# Utils.log("signal position_set - mouse motion", "position", event.position) emit_signal("position_set", event.position)