get rid of temp logging
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ca958376a4
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2 changed files with 0 additions and 14 deletions
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@ -31,10 +31,6 @@ namespace TD.Gameplay.BuilderSpells
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int count = Physics.OverlapSphereNonAlloc(
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int count = Physics.OverlapSphereNonAlloc(
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targetPoint, Mathf.Max(Radius, 0.01f), s_overlapBuffer, enemyLayerMask);
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targetPoint, Mathf.Max(Radius, 0.01f), s_overlapBuffer, enemyLayerMask);
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// TEMP DEBUG — remove once cast resolution is confirmed working.
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Debug.Log($"[FireballSpellDefinition] ServerCast at {targetPoint}, radius " +
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$"{Mathf.Max(Radius, 0.01f):0.##}, found {count} colliders.");
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bool hitAny = false;
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bool hitAny = false;
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for (int i = 0; i < count; i++)
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for (int i = 0; i < count; i++)
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{
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{
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@ -36,16 +36,6 @@ namespace TD.Gameplay.BuilderSpells
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int count = Physics.OverlapSphereNonAlloc(
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int count = Physics.OverlapSphereNonAlloc(
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targetPoint, Mathf.Max(Radius, 0.01f), s_overlapBuffer, enemyLayerMask);
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targetPoint, Mathf.Max(Radius, 0.01f), s_overlapBuffer, enemyLayerMask);
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// TEMP DEBUG — remove once cast resolution is confirmed working.
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Debug.Log($"[SlowAreaSpellDefinition] ServerCast at {targetPoint}, radius " +
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$"{Mathf.Max(Radius, 0.01f):0.##}, found {count} colliders.");
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for (int i = 0; i < count; i++)
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{
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var c = s_overlapBuffer[i];
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Debug.Log($" hit[{i}]: '{c.name}' layer={LayerMask.LayerToName(c.gameObject.layer)} " +
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$"hasEnemyHealth={c.GetComponent<EnemyHealth>() != null}");
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}
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bool hitAny = false;
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bool hitAny = false;
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for (int i = 0; i < count; i++)
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for (int i = 0; i < count; i++)
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{
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{
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