From ef5063c8a5ea263db106f10f30683aac458fdce5 Mon Sep 17 00:00:00 2001 From: Ian Woods Date: Tue, 14 Jul 2026 21:41:10 -0700 Subject: [PATCH] get rid of temp logging --- .../Gameplay/BuilderSpells/FireballSpellDefinition.cs | 4 ---- .../Gameplay/BuilderSpells/SlowAreaSpellDefinition.cs | 10 ---------- 2 files changed, 14 deletions(-) diff --git a/Assets/_Project/Scripts/Gameplay/BuilderSpells/FireballSpellDefinition.cs b/Assets/_Project/Scripts/Gameplay/BuilderSpells/FireballSpellDefinition.cs index e7facd7..b21e70c 100644 --- a/Assets/_Project/Scripts/Gameplay/BuilderSpells/FireballSpellDefinition.cs +++ b/Assets/_Project/Scripts/Gameplay/BuilderSpells/FireballSpellDefinition.cs @@ -31,10 +31,6 @@ namespace TD.Gameplay.BuilderSpells int count = Physics.OverlapSphereNonAlloc( targetPoint, Mathf.Max(Radius, 0.01f), s_overlapBuffer, enemyLayerMask); - // TEMP DEBUG — remove once cast resolution is confirmed working. - Debug.Log($"[FireballSpellDefinition] ServerCast at {targetPoint}, radius " + - $"{Mathf.Max(Radius, 0.01f):0.##}, found {count} colliders."); - bool hitAny = false; for (int i = 0; i < count; i++) { diff --git a/Assets/_Project/Scripts/Gameplay/BuilderSpells/SlowAreaSpellDefinition.cs b/Assets/_Project/Scripts/Gameplay/BuilderSpells/SlowAreaSpellDefinition.cs index 4a640df..4bee6bd 100644 --- a/Assets/_Project/Scripts/Gameplay/BuilderSpells/SlowAreaSpellDefinition.cs +++ b/Assets/_Project/Scripts/Gameplay/BuilderSpells/SlowAreaSpellDefinition.cs @@ -36,16 +36,6 @@ namespace TD.Gameplay.BuilderSpells int count = Physics.OverlapSphereNonAlloc( targetPoint, Mathf.Max(Radius, 0.01f), s_overlapBuffer, enemyLayerMask); - // TEMP DEBUG — remove once cast resolution is confirmed working. - Debug.Log($"[SlowAreaSpellDefinition] ServerCast at {targetPoint}, radius " + - $"{Mathf.Max(Radius, 0.01f):0.##}, found {count} colliders."); - for (int i = 0; i < count; i++) - { - var c = s_overlapBuffer[i]; - Debug.Log($" hit[{i}]: '{c.name}' layer={LayerMask.LayerToName(c.gameObject.layer)} " + - $"hasEnemyHealth={c.GetComponent() != null}"); - } - bool hitAny = false; for (int i = 0; i < count; i++) {