Fix up all logs to use nameof() instead of hardcoded string
This commit is contained in:
		
							parent
							
								
									ce437aa86c
								
							
						
					
					
						commit
						2ef0fc3bd9
					
				|  | @ -476,7 +476,7 @@ namespace MuzikaGromche | |||
|             var rwi = new RandomWeightedIndex(weights); | ||||
|             var trackId = rwi.GetRandomWeightedIndex(seed); | ||||
|             var track = tracks[trackId]; | ||||
|             Debug.Log($"Seed is {seed}, chosen track is \"{track.Name}\", #{trackId} of {rwi}"); | ||||
|             Debug.Log($"{nameof(MuzikaGromche)} Seed is {seed}, chosen track is \"{track.Name}\", #{trackId} of {rwi}"); | ||||
|             return tracks[trackId]; | ||||
|         } | ||||
| 
 | ||||
|  | @ -1023,7 +1023,7 @@ namespace MuzikaGromche | |||
|                     loopOffsetBeat = loopTimestamp.Beat; | ||||
|                     var events = GetEvents(loopOffsetSpan, windUpOffsetTimestamp); | ||||
| #if DEBUG | ||||
|                     Debug.Log($"MuzikaGromche looping(loop)={loopOffsetIsLooping} looping(windUp)={windUpOffsetIsLooping} Loop={loopOffsetSpan} WindUp={windUpOffsetTimestamp} events={string.Join(",", events)}"); | ||||
|                     Debug.Log($"{nameof(MuzikaGromche)} looping? {(loopOffsetIsLooping ? 'X' : '_')}{(windUpOffsetIsLooping ? 'X' : '_')} Loop={loopOffsetSpan} WindUp={windUpOffsetTimestamp} events={string.Join(",", events)}"); | ||||
| #endif | ||||
|                     return events; | ||||
|                 } | ||||
|  | @ -1085,7 +1085,8 @@ namespace MuzikaGromche | |||
| 
 | ||||
| #if DEBUG && false | ||||
|             var color = ColorFromPaletteAtTimestamp(timestamp); | ||||
|             Debug.LogFormat("MuzikaGromche t={0,10:N4} d={1,7:N4} Start[{2}{3,8:N4} ==0f? {4}] Loop[{5}{6,8:N4}] norm={7,6:N4} beat={8,7:N4} color={9}", | ||||
|             Debug.LogFormat("{0} t={1,10:N4} d={2,7:N4} Start[{3}{4,8:N4} zero? {5}] Loop[{6}{7,8:N4}] norm={8,6:N4} beat={9,7:N4} color={10}", | ||||
|                 nameof(MuzikaGromche), | ||||
|                 Time.realtimeSinceStartup, Time.deltaTime, | ||||
|                 (start.isPlaying ? '+' : ' '), start.time, (start.time == 0f ? 'Y' : 'n'), | ||||
|                 (loop.isPlaying ? '+' : ' '), loop.time, | ||||
|  | @ -1822,7 +1823,7 @@ namespace MuzikaGromche | |||
|                 } | ||||
|                 __instance.farAudio.Play(); | ||||
| 
 | ||||
|                 Debug.Log($"Playing start music: maxDistance: {__instance.farAudio.maxDistance}, minDistance: {__instance.farAudio.minDistance}, volume: {__instance.farAudio.volume}, spread: {__instance.farAudio.spread}"); | ||||
|                 Debug.Log($"{nameof(MuzikaGromche)} Playing start music: maxDistance: {__instance.farAudio.maxDistance}, minDistance: {__instance.farAudio.minDistance}, volume: {__instance.farAudio.volume}, spread: {__instance.farAudio.spread}"); | ||||
|             } | ||||
| 
 | ||||
|             if (__instance.previousState != 2 && __state.previousState == 2) | ||||
|  | @ -1845,8 +1846,8 @@ namespace MuzikaGromche | |||
|                 __instance.creatureVoice.clip = Plugin.CurrentTrack.LoadedLoop; | ||||
|                 __instance.creatureVoice.PlayDelayed(delay); | ||||
| 
 | ||||
|                 Debug.Log($"Start length: {Plugin.CurrentTrack.LoadedStart.length}; played time: {time}"); | ||||
|                 Debug.Log($"Playing loop music: maxDistance: {__instance.creatureVoice.maxDistance}, minDistance: {__instance.creatureVoice.minDistance}, volume: {__instance.creatureVoice.volume}, spread: {__instance.creatureVoice.spread}, in seconds: {delay}"); | ||||
|                 Debug.Log($"{nameof(MuzikaGromche)} Start length: {Plugin.CurrentTrack.LoadedStart.length}; played time: {time}"); | ||||
|                 Debug.Log($"{nameof(MuzikaGromche)} Playing loop music: maxDistance: {__instance.creatureVoice.maxDistance}, minDistance: {__instance.creatureVoice.minDistance}, volume: {__instance.creatureVoice.volume}, spread: {__instance.creatureVoice.spread}, in seconds: {delay}"); | ||||
|             } | ||||
| 
 | ||||
|             // Manage the timeline: switch color of the lights according to the current playback/beat position. | ||||
|  |  | |||
		Loading…
	
		Reference in New Issue