removed commented out code and print statements

the console should finally be message free! except for the unity memory leak lol but that one's not on us
This commit is contained in:
Sam
2023-05-06 19:05:46 -07:00
parent c13793565d
commit b6804e2986
12 changed files with 1 additions and 91 deletions

View File

@@ -125,7 +125,6 @@ public class PlayerMovement : MonoBehaviour
isRegFalling = false;
}
else {
// print("not jumping");
if (!_isJumpFalling && !isRegFalling) {
if (unlockedTrumpet) {
trumpet = 1;
@@ -143,7 +142,6 @@ public class PlayerMovement : MonoBehaviour
#region JUMP CHECKS
if (IsJumping && RB.velocity.y <= 0) {
IsJumping = false;
// print("isJumping " + IsJumping);
_isJumpFalling = true;
}
@@ -162,7 +160,6 @@ public class PlayerMovement : MonoBehaviour
_isJumpFalling = false;
bool inCoyoteTime = LastOnGroundTime > 0;
//print("coyote time: " + inCoyoteTime);
Jump();
@@ -186,7 +183,6 @@ public class PlayerMovement : MonoBehaviour
// stop sound if needed
if (soundPlaying && (isRegFalling || IsJumping || _isJumpFalling)) {
print("footsteps stop");
audioSource.Stop();
soundPlaying = false;
}
@@ -201,10 +197,6 @@ public class PlayerMovement : MonoBehaviour
#region GRAVITY
//Higher gravity if we've released the jump input or are falling
// if (IsSliding)
// {
// SetGravityScale(0);
// }
if (RB.velocity.y < 0 && _moveInput.y < 0) {
//Much higher gravity if holding down
SetGravityScale(Data.gravityScale * Data.fastFallGravityMult);
@@ -234,13 +226,11 @@ public class PlayerMovement : MonoBehaviour
#region SOUND CHECKS
if (!IsJumping && !_isJumpFalling && !isRegFalling && _moveInput.x != 0) {
if (!soundPlaying) {
// print("footsteps PLAY");
audioSource.Play();
soundPlaying = true;
}
}
else if (soundPlaying && audioSource.clip.name == "footsteps") {
// print("footsteps stop");
audioSource.Stop();
soundPlaying = false;
}
@@ -375,7 +365,6 @@ public class PlayerMovement : MonoBehaviour
}
public bool IsGrounded() {
// print(Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping);
return (Physics2D.OverlapBox(new Vector2(this.transform.position.x, this.transform.position.y - _groundCheckOffset), _groundCheckSize, 0, _groundLayer) && !IsJumping);
}