Removed no longer needed print statements

pull/14/head
kziolkowski 6 months ago
parent d2c7302ab2
commit b92eb909ad

@ -42,7 +42,6 @@ public partial class InteractionArea2D : Node2D
_label.Hide(); _label.Hide();
EmitSignal(SignalName.InteractedTool, _id); EmitSignal(SignalName.InteractedTool, _id);
EmitSignal(SignalName.Interacted); EmitSignal(SignalName.Interacted);
GD.Print("Interacted with: " + this.Name);
} }
} }

@ -40,27 +40,22 @@ public partial class FieldBehaviour2D : Sprite2D
{ {
case FieldState.Empty: case FieldState.Empty:
FieldState = FieldState.Empty; FieldState = FieldState.Empty;
GD.Print("FieldState is Empty.");
break; break;
case FieldState.Tilled: case FieldState.Tilled:
FieldState = FieldState.Tilled; FieldState = FieldState.Tilled;
_fieldSprite.Texture = Tilled; _fieldSprite.Texture = Tilled;
_growingCollider.Visible = false; _growingCollider.Visible = false;
GD.Print("FieldState is Tilled.");
break; break;
case FieldState.Watered: case FieldState.Watered:
FieldState = FieldState.Watered; FieldState = FieldState.Watered;
_fieldSprite.Texture = Watered; _fieldSprite.Texture = Watered;
_growingCollider.Visible = true; _growingCollider.Visible = true;
GD.Print("FieldState is Watered.");
break; break;
case FieldState.Planted: case FieldState.Planted:
FieldState = FieldState.Planted; FieldState = FieldState.Planted;
GD.Print("FieldState is Planted.");
break; break;
default: default:
FieldState = FieldState.NotFound; FieldState = FieldState.NotFound;
GD.Print("FieldState is NotFound.");
break; break;
} }
} }

@ -51,21 +51,18 @@ public partial class PlantBehaviour2D : Node2D
_state = PlantState.Planted; _state = PlantState.Planted;
_currentPlantSprite = GetRandomSprite(_seeds); _currentPlantSprite = GetRandomSprite(_seeds);
_currentPlantSprite.Visible = true; _currentPlantSprite.Visible = true;
GD.Print("PlantState is none.");
break; break;
case PlantState.Planted: case PlantState.Planted:
_state = PlantState.SmallPlant; _state = PlantState.SmallPlant;
_currentPlantSprite.Visible = false; _currentPlantSprite.Visible = false;
_currentPlantSprite = GetRandomSprite(_smallPlants); _currentPlantSprite = GetRandomSprite(_smallPlants);
_currentPlantSprite.Visible = true; _currentPlantSprite.Visible = true;
GD.Print("PlantState is planted.");
break; break;
case PlantState.SmallPlant: case PlantState.SmallPlant:
_state = PlantState.BigPlant; _state = PlantState.BigPlant;
_currentPlantSprite.Visible = false; _currentPlantSprite.Visible = false;
_currentPlantSprite = GetRandomSprite(_bigPlants); _currentPlantSprite = GetRandomSprite(_bigPlants);
_currentPlantSprite.Visible = true; _currentPlantSprite.Visible = true;
GD.Print("PlantState is Smallplant.");
break; break;
case PlantState.BigPlant: case PlantState.BigPlant:
_state = PlantState.Ready; _state = PlantState.Ready;
@ -73,7 +70,6 @@ public partial class PlantBehaviour2D : Node2D
_currentPlantSprite = GetRandomSprite(_readyPlants); _currentPlantSprite = GetRandomSprite(_readyPlants);
_harvestablePlant.IsActive = true; _harvestablePlant.IsActive = true;
_currentPlantSprite.Visible = true; _currentPlantSprite.Visible = true;
GD.Print("PlantState is BigPlant.");
break; break;
case PlantState.Ready: case PlantState.Ready:
_state = PlantState.None; _state = PlantState.None;
@ -96,7 +92,6 @@ public partial class PlantBehaviour2D : Node2D
public void SayMagicWord(string wordEvent) public void SayMagicWord(string wordEvent)
{ {
GD.Print("Calling Dialogic event: " + wordEvent);
if (_magicWordDialogicEventName != wordEvent) if (_magicWordDialogicEventName != wordEvent)
return; return;

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