Remove test debug stuff

feature-better-tweakables
Andrew Cassidy 4 years ago
parent 9f32a42e51
commit 5a18943db9

@ -87,7 +87,6 @@
<Compile Include="Text/FontLoader.cs" />
<Compile Include="Text/TextRenderer.cs" />
<Compile Include="Text/DecalText.cs" />
<Compile Include="Test/TestLayers.cs" />
<Compile Include="Text\DecalTextStyle.cs" />
<Compile Include="Text\TextRenderOutput.cs" />
<Compile Include="Text\TextRenderJob.cs" />

@ -1,34 +0,0 @@
using System;
using UnityEngine;
namespace ConformalDecals.Test {
public class TestLayers : PartModule {
[KSPField(guiActive = true)]
public int layer = 2;
public override void OnStart(StartState state) {
base.OnStart(state);
Part.layerMask.value |= (1 << 3);
}
public void Update() {
foreach (var collider in GameObject.FindObjectsOfType<Collider>()) {
if (collider.gameObject.layer == 3) {
Debug.Log($"Has layer 3: {collider.gameObject.name}");
}
}
}
[KSPEvent(guiActive = true, guiActiveEditor = true, guiName = "switch layers")]
public void Switch() {
Debug.Log(Part.layerMask.value);
var cube = part.FindModelTransform("test");
layer = (layer + 1) % 32;
cube.gameObject.layer = layer;
}
}
}
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