diff --git a/Assets/Scripts/Game/GameManager.cs b/Assets/Scripts/Game/GameManager.cs index 43454cc..9046ed7 100644 --- a/Assets/Scripts/Game/GameManager.cs +++ b/Assets/Scripts/Game/GameManager.cs @@ -138,7 +138,6 @@ public class GameManager : MonoBehaviour } } - private void RespawnPlayer(GameObject player) // Respawns player at the spawn point and resets health { RespawnOnTriggerEnter respawnScript = player.GetComponent(); diff --git a/Assets/Scripts/Game/HatRespawn.cs b/Assets/Scripts/Game/HatRespawn.cs index 396e036..453a366 100644 --- a/Assets/Scripts/Game/HatRespawn.cs +++ b/Assets/Scripts/Game/HatRespawn.cs @@ -16,7 +16,6 @@ public class HatRespawn : MonoBehaviour { if (isDropped && Time.time - lastInteractionTime > respawnTime) { - Debug.Log("Hat has been inactive for too long. Respawning..."); RespawnHat(); } } @@ -25,7 +24,6 @@ public class HatRespawn : MonoBehaviour { if (collision.gameObject.CompareTag("Platformer Hazard")) { - Debug.Log("Hat collided with Platformer Hazard. Respawning..."); RespawnHat(); } } @@ -34,14 +32,12 @@ public class HatRespawn : MonoBehaviour { lastInteractionTime = Time.time; isDropped = false; - Debug.Log("Hat interacted with. Resetting timer."); } public void OnHatDropped() // Resets the timer when the hat is dropped { lastInteractionTime = Time.time; isDropped = true; - Debug.Log("Hat dropped. Starting respawn timer."); } private void RespawnHat() // Respawns the hat at the designated spawn position @@ -51,6 +47,5 @@ public class HatRespawn : MonoBehaviour transform.rotation = Quaternion.identity; lastInteractionTime = Time.time; // Reset the timer after respawning isDropped = false; - Debug.Log("Hat respawned at designated position."); } }