Remove debug print messages
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parent
3eb9cdf1ec
commit
dfa5a48888
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@ -19,10 +19,8 @@ var _running : bool = false
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func _ready() -> void:
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process_mode = Node.PROCESS_MODE_ALWAYS
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GameData.battle_requested.connect(_on_battle_requested)
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print("[BattleLauncher] pret, en attente de GameData.battle_requested")
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func _on_battle_requested(sent : SentPokemon, target : Node) -> void:
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print("[BattleLauncher] battle_requested recu (cible : %s)" % target)
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if _running:
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push_warning("[BattleLauncher] un combat est deja en cours")
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return
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@ -64,7 +62,6 @@ func start_encounter(encounter : BattleEncounter, enemy_pos : Vector3, sent : Se
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push_warning("[BattleLauncher] combat invalide : chaque camp doit avoir un participant avec un pokemon apte. Participants : " + ", ".join(details) + ". Verifie que l'Encounter contient bien une espece (wild_pokemon / trainer) et que ton equipe a un pokemon non K.O.")
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ui.queue_free()
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return Battle.Outcome.NONE
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print("[BattleLauncher] combat lance : %d participants" % setup.participants.size())
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_running = true
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GameData.in_battle = true
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@ -84,9 +81,7 @@ func start_encounter(encounter : BattleEncounter, enemy_pos : Vector3, sent : Se
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var presenter := BattleWorldPresenter.new(ui)
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var battle := Battle.new(setup, presenter)
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presenter.setup(battle, player_pos, enemy_pos, world_root, game_camera)
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print("[BattleLauncher] formation et camera prets, UI : visible=%s layer=%d" % [ui.visible, ui.layer]) #suivi : a retirer ensuite
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var outcome : Battle.Outcome = await battle.run()
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print("[BattleLauncher] combat termine : %s" % Battle.Outcome.keys()[outcome]) #suivi : a retirer ensuite
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await presenter.cleanup()
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ui.queue_free()
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@ -28,13 +28,11 @@ var _skip_requested : bool = false
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var _prev_mouse_mode : Input.MouseMode = Input.MOUSE_MODE_VISIBLE
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var _mouse_saved : bool = false
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var _debug_messages : int = 0 #suivi temporaire
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func _ready() -> void:
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layer = 50
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process_mode = Node.PROCESS_MODE_ALWAYS #le monde est en pause pendant le combat
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_build_ui()
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print("[BattleUI] pret (layer %d, paused=%s)" % [layer, get_tree().paused]) #suivi : a retirer ensuite
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_prev_mouse_mode = Input.mouse_mode
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_mouse_saved = true
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@ -121,9 +119,6 @@ func _corner(parent : Control, preset : Control.LayoutPreset, margins : Dictiona
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#---------- messages ----------
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func show_message(text : String, duration : float = 1.1) -> void:
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if _debug_messages < 4: #suivi temporaire : les 4 premiers messages seulement
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_debug_messages += 1
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print("[BattleUI] message : " + text)
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_text_label.text = text
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_text_panel.show()
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await _wait(duration)
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@ -77,7 +77,6 @@ func _start_camera(max_slots : int) -> void:
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_camera.global_transform = _previous_camera.global_transform if _previous_camera else final_transform
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if _previous_camera: _camera.fov = _previous_camera.fov
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_camera.make_current()
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print("[BattleCamera] camera du jeu : %s | camera de combat : parent=%s, current=%s" % [_previous_camera, _camera.get_parent().get_path(), _camera.current]) #suivi : a retirer ensuite
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var tween : Tween = ui.create_tween()
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tween.tween_property(_camera, "global_transform", final_transform, camera_move_time).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
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