remove player creation logs

This commit is contained in:
Mister_Nebula 2022-08-18 12:11:17 +01:00
parent b1984e7542
commit 0b8a8e2a7f
2 changed files with 0 additions and 14 deletions

View File

@ -4,9 +4,7 @@ using QSB.Player;
using QSB.Player.Messages;
using QSB.SectorSync;
using QSB.Tools;
using QSB.Utility;
using QSB.WorldSync;
using System.Linq;
using UnityEngine;
namespace QSB.PlayerBodySetup.Local;
@ -21,8 +19,6 @@ public static class LocalPlayerCreation
out Transform visibleStickPivot,
out Transform visibleStickTip)
{
DebugLog.DebugWrite($"CREATE PLAYER");
sectorDetector.Init(Locator.GetPlayerSectorDetector());
// player body

View File

@ -33,14 +33,10 @@ public static class RemotePlayerCreation
out Transform visibleStickPivot,
out Transform visibleStickTip)
{
DebugLog.DebugWrite($"CREATE PLAYER");
/*
* CREATE PLAYER STRUCTURE
*/
DebugLog.DebugWrite($"CREATE PLAYER STRUCTURE");
// Variable naming convention is broken here to reflect OW unity project (with REMOTE_ prefixed) for readability
var REMOTE_Player_Body = Object.Instantiate(GetPrefab());
@ -54,8 +50,6 @@ public static class RemotePlayerCreation
* SET UP PLAYER BODY
*/
DebugLog.DebugWrite($"SET UP PLAYER BODY");
player.Body = REMOTE_Player_Body;
player.ThrusterLightTracker = player.Body.GetComponentInChildren<ThrusterLightTracker>();
player.FluidDetector = REMOTE_PlayerDetector.GetComponent<RemotePlayerFluidDetector>();
@ -72,8 +66,6 @@ public static class RemotePlayerCreation
* SET UP PLAYER CAMERA
*/
DebugLog.DebugWrite($"SET UP PLAYER CAMERA");
REMOTE_PlayerCamera.GetComponent<Camera>().enabled = false;
var owcamera = REMOTE_PlayerCamera.GetComponent<OWCamera>();
player.Camera = owcamera;
@ -88,8 +80,6 @@ public static class RemotePlayerCreation
* SET UP ROASTING STICK
*/
DebugLog.DebugWrite($"SET UP ROASTING STICK");
var REMOTE_Stick_Pivot = REMOTE_Stick_Root.transform.GetChild(0);
var mallowRoot = REMOTE_Stick_Pivot.Find("REMOTE_Stick_Tip/Mallow_Root");
var newSystem = mallowRoot.Find("MallowSmoke").gameObject.GetComponent<CustomRelativisticParticleSystem>();