From b92eb909ad51594b2a3256b6fb2bce178990789e Mon Sep 17 00:00:00 2001 From: kziolkowski Date: Thu, 17 Jul 2025 20:47:34 +0200 Subject: [PATCH] Removed no longer needed print statements --- scripts/CSharp/Common/CharacterControls/InteractionArea2D.cs | 1 - scripts/CSharp/Common/Farming/FieldBehaviour2D.cs | 5 ----- scripts/CSharp/Common/Farming/PlantBehaviour2D.cs | 5 ----- 3 files changed, 11 deletions(-) diff --git a/scripts/CSharp/Common/CharacterControls/InteractionArea2D.cs b/scripts/CSharp/Common/CharacterControls/InteractionArea2D.cs index 8200e85..5c741fe 100644 --- a/scripts/CSharp/Common/CharacterControls/InteractionArea2D.cs +++ b/scripts/CSharp/Common/CharacterControls/InteractionArea2D.cs @@ -42,7 +42,6 @@ public partial class InteractionArea2D : Node2D _label.Hide(); EmitSignal(SignalName.InteractedTool, _id); EmitSignal(SignalName.Interacted); - GD.Print("Interacted with: " + this.Name); } } diff --git a/scripts/CSharp/Common/Farming/FieldBehaviour2D.cs b/scripts/CSharp/Common/Farming/FieldBehaviour2D.cs index 606d981..b52e0c4 100644 --- a/scripts/CSharp/Common/Farming/FieldBehaviour2D.cs +++ b/scripts/CSharp/Common/Farming/FieldBehaviour2D.cs @@ -40,27 +40,22 @@ public partial class FieldBehaviour2D : Sprite2D { case FieldState.Empty: FieldState = FieldState.Empty; - GD.Print("FieldState is Empty."); break; case FieldState.Tilled: FieldState = FieldState.Tilled; _fieldSprite.Texture = Tilled; _growingCollider.Visible = false; - GD.Print("FieldState is Tilled."); break; case FieldState.Watered: FieldState = FieldState.Watered; _fieldSprite.Texture = Watered; _growingCollider.Visible = true; - GD.Print("FieldState is Watered."); break; case FieldState.Planted: FieldState = FieldState.Planted; - GD.Print("FieldState is Planted."); break; default: FieldState = FieldState.NotFound; - GD.Print("FieldState is NotFound."); break; } } diff --git a/scripts/CSharp/Common/Farming/PlantBehaviour2D.cs b/scripts/CSharp/Common/Farming/PlantBehaviour2D.cs index 267ee7d..f571d11 100644 --- a/scripts/CSharp/Common/Farming/PlantBehaviour2D.cs +++ b/scripts/CSharp/Common/Farming/PlantBehaviour2D.cs @@ -51,21 +51,18 @@ public partial class PlantBehaviour2D : Node2D _state = PlantState.Planted; _currentPlantSprite = GetRandomSprite(_seeds); _currentPlantSprite.Visible = true; - GD.Print("PlantState is none."); break; case PlantState.Planted: _state = PlantState.SmallPlant; _currentPlantSprite.Visible = false; _currentPlantSprite = GetRandomSprite(_smallPlants); _currentPlantSprite.Visible = true; - GD.Print("PlantState is planted."); break; case PlantState.SmallPlant: _state = PlantState.BigPlant; _currentPlantSprite.Visible = false; _currentPlantSprite = GetRandomSprite(_bigPlants); _currentPlantSprite.Visible = true; - GD.Print("PlantState is Smallplant."); break; case PlantState.BigPlant: _state = PlantState.Ready; @@ -73,7 +70,6 @@ public partial class PlantBehaviour2D : Node2D _currentPlantSprite = GetRandomSprite(_readyPlants); _harvestablePlant.IsActive = true; _currentPlantSprite.Visible = true; - GD.Print("PlantState is BigPlant."); break; case PlantState.Ready: _state = PlantState.None; @@ -96,7 +92,6 @@ public partial class PlantBehaviour2D : Node2D public void SayMagicWord(string wordEvent) { - GD.Print("Calling Dialogic event: " + wordEvent); if (_magicWordDialogicEventName != wordEvent) return;