Disabled most debug logs
Signed-off-by: TjgL <lithmoneo@gmail.com>
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@ -32,8 +32,8 @@ void ULMItemDropComponent::TryDropItems()
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const float Percentage = static_cast<float>(Test.AmmoCount) / static_cast<float>(Test.MaxAmmo);
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const float DropChance = DropChanceAtRemainingAmmo->GetFloatValue(Percentage);
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FString Random = FString::Printf(TEXT("Drop Chance of %f for ammo (%i / %i) %f with random at %f"), DropChance, Test.AmmoCount, Test.MaxAmmo, Percentage, Result);
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GEngine->AddOnScreenDebugMessage(INDEX_NONE, 5.f, FColor::Green, Random);
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// FString Random = FString::Printf(TEXT("Drop Chance of %f for ammo (%i / %i) %f with random at %f"), DropChance, Test.AmmoCount, Test.MaxAmmo, Percentage, Result);
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// GEngine->AddOnScreenDebugMessage(INDEX_NONE, 5.f, FColor::Green, Random);
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if (DropChance >= Result)
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{
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SpawnAmmo();
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@ -43,8 +43,8 @@ void ALMItemDrop::DoMovingTowardsTarget()
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const float Duration = MoveTime / MoveDuration;
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FString text = FString::Printf(TEXT("Time : %f / %f = %f"), MoveTime, MoveDuration, Duration);
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GEngine->AddOnScreenDebugMessage(-15, 1.f, FColor::Red, text);
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// FString text = FString::Printf(TEXT("Time : %f / %f = %f"), MoveTime, MoveDuration, Duration);
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// GEngine->AddOnScreenDebugMessage(-15, 1.f, FColor::Red, text);
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const float CurvePosition = PositionAtTime->GetFloatValue(Duration);
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const FVector NewPosition = UKismetMathLibrary::VLerp(SpawnLocation, Position, CurvePosition);
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@ -28,8 +28,8 @@ void ULMGrabRange::TickComponent(float DeltaTime, enum ELevelTick TickType, FAct
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const FVector Position = GetComponentLocation();
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const float DistanceLeft = FVector::Dist(ItemPosition, Position);
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FString text = FString::Printf(TEXT("Item %s at distance %f"), *Item->GetName(), DistanceLeft);
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GEngine->AddOnScreenDebugMessage(i, 1.f, FColor::Cyan, text);
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// FString text = FString::Printf(TEXT("Item %s at distance %f"), *Item->GetName(), DistanceLeft);
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// GEngine->AddOnScreenDebugMessage(i, 1.f, FColor::Cyan, text);
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if (DistanceLeft <= RangeToGrab)
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{
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@ -37,13 +37,13 @@ float ULMHitBox::CalculateDamage_Implementation(const float Damage, const float
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{
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const float Absorption = Damage - FlatDamageAbsorption;
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const float FalloffModifier = Falloff->GetFloatValue(Distance / MaxDistance);
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UE_LOG(LogTemp, Display, TEXT("Falloff : %f"), FalloffModifier);
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// UE_LOG(LogTemp, Display, TEXT("Falloff : %f"), FalloffModifier);
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const float FalloffDamage = Absorption * FalloffModifier;
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UE_LOG(LogTemp, Display, TEXT("Damage With Fallof: %f"), FalloffDamage)
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// UE_LOG(LogTemp, Display, TEXT("Damage With Fallof: %f"), FalloffDamage)
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const float FinalDamage = FalloffDamage * DamageModifier;
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UE_LOG(LogTemp, Display, TEXT("Final Damages: %f"), FinalDamage)
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// UE_LOG(LogTemp, Display, TEXT("Final Damages: %f"), FinalDamage)
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return FinalDamage;
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}
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@ -89,8 +89,8 @@ bool ALMPlayer::PickUpAmmo(ALMAmmo* Ammo)
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{
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if (GEngine)
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{
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const FString AmmoAmount = FString::Printf(TEXT("Quantité de munition : %i"), Ammo->GetAmmoAmount());
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GEngine->AddOnScreenDebugMessage(INDEX_NONE, 30.f, FColor::Red, AmmoAmount);
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// const FString AmmoAmount = FString::Printf(TEXT("Quantité de munition : %i"), Ammo->GetAmmoAmount());
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// GEngine->AddOnScreenDebugMessage(INDEX_NONE, 30.f, FColor::Red, AmmoAmount);
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}
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if (WeaponManager->AddAmmoType(Ammo->GetAmmoType(), Ammo->GetAmmoAmount()))
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@ -56,17 +56,17 @@ int ULMWeaponManager::RemoveAmmo(const EAmmoType Ammo, const int Count)
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FLMAmmoData &Data = AmmoData[Ammo];
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int Difference = Data.AmmoCount - Count;
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UE_LOG(LogTemp, Display, TEXT("Difference: %i | Removing: %i | Storage: %i"), Difference, Count, Data.AmmoCount)
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// UE_LOG(LogTemp, Display, TEXT("Difference: %i | Removing: %i | Storage: %i"), Difference, Count, Data.AmmoCount)
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if (Difference < 0)
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{
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UE_LOG(LogTemp, Error, TEXT("%i - %i = %i"), Data.AmmoCount, Count, Data.AmmoCount - Count);
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// UE_LOG(LogTemp, Error, TEXT("%i - %i = %i"), Data.AmmoCount, Count, Data.AmmoCount - Count);
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Data.AmmoCount = FMath::Clamp(Data.AmmoCount - Count, InfiniteAmmo == 1 ? 1 : 0, Data.MaxAmmo);
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UE_LOG(LogTemp, Warning, TEXT("Difference < 0 | Munition to add: %i | Removed: %i | New Munition: %i"), Count + Difference, Count, Data.AmmoCount)
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// UE_LOG(LogTemp, Warning, TEXT("Difference < 0 | Munition to add: %i | Removed: %i | New Munition: %i"), Count + Difference, Count, Data.AmmoCount)
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return Count + Difference;
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}
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Data.AmmoCount -= Count;
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UE_LOG(LogTemp, Warning, TEXT("New munition: %i | Removed: %i"), Data.AmmoCount, Count)
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// UE_LOG(LogTemp, Warning, TEXT("New munition: %i | Removed: %i"), Data.AmmoCount, Count)
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return Count;
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}
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@ -110,8 +110,8 @@ void ULMWeaponManager::Initialize(USkeletalMeshComponent* Mesh)
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bool ULMWeaponManager::AddAmmoType(EAmmoType AmmoType, int AmmoCount)
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{
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FString Debug = FString::Printf(TEXT("Adding %i ammo of type %i"), AmmoCount, AmmoType);
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GEngine->AddOnScreenDebugMessage(1, 1.f, FColor::Cyan, Debug);
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// FString Debug = FString::Printf(TEXT("Adding %i ammo of type %i"), AmmoCount, AmmoType);
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// GEngine->AddOnScreenDebugMessage(1, 1.f, FColor::Cyan, Debug);
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if (AmmoData.Contains(AmmoType))
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{
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