Updated TempCharacter to remove unused Ulogs

This commit is contained in:
MARCEL HARA 2023-02-23 15:19:32 +00:00
parent fb0bd09bb2
commit 119b5a141a
3 changed files with 6 additions and 8 deletions

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@ -140,7 +140,6 @@ void ATempCharacter::LineTraceLogic()
}
if(OutHit.GetActor()->FindComponentByClass<UInventoryComponent>())
{
UE_LOG(LogTemp, Display, TEXT("Hit Merchant"));
auto ItemArray = OutHit.GetActor()->FindComponentByClass<UInventoryComponent>()->GetItem(0);
if(GoldBalance >= ItemArray->ItemCostPrice)
{
@ -150,10 +149,11 @@ void ATempCharacter::LineTraceLogic()
}
if(GoldBalance <= 0)
{
UE_LOG(LogTemp, Display, TEXT("Not Enough Gold"));
return;
}
if(OutHit.GetActor()->ActorHasTag(Ammo))
{
UE_LOG(LogTemp, Display, TEXT("Ammo destroy func activated"));
OutHit.GetActor()->Destroy();
}
}
@ -163,7 +163,6 @@ void ATempCharacter::LineTraceLogic()
{
if (MyInteractable->ShopDialogWidget->IsVisible())
{
UE_LOG(LogTemp, Display, TEXT("ShopKeeper text is visible"));
bShopKeeperText = true;
return;
}
@ -178,7 +177,6 @@ void ATempCharacter::LineTraceLogic()
{
DrawDebugLine(GetWorld(), Start, End, FColor::Green, false, 1.0f);
MyInteractable->OnInteract();
UE_LOG(LogTemp, Display, TEXT("OnInteract activated"));
UE_LOG(LogTemp, Display, TEXT("HIT: %s"), *OutHit.GetActor()->GetName());
// While loop to check bisDisabled var until it changes to true