add text only mode to debug
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f85e7a2715
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@ -3,7 +3,7 @@ extends CanvasLayer
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signal mode_changed(mode: Mode)
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signal mode_changed(mode: Mode)
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enum Mode { DISABLED, PERFORMANCE, FULL }
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enum Mode { DISABLED, PERFORMANCE, TEXT, FULL }
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const LINE_WIDTH: float = 2
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const LINE_WIDTH: float = 2
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const MARKER_RADIUS: float = 0.2
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const MARKER_RADIUS: float = 0.2
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@ -59,7 +59,7 @@ func _unhandled_input(event: InputEvent) -> void:
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func show_debug() -> bool:
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func show_debug() -> bool:
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return mode == Mode.FULL
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return mode == Mode.FULL or mode == Mode.TEXT
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func text(key: String, value: Variant, label_index: int = 1) -> void:
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func text(key: String, value: Variant, label_index: int = 1) -> void:
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@ -284,22 +284,22 @@ func _on_control_draw() -> void:
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_append_text("fps", Engine.get_frames_per_second() as int, 0)
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_append_text("fps", Engine.get_frames_per_second() as int, 0)
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if mode != Mode.FULL:
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if mode == Mode.PERFORMANCE:
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if mode != Mode.DISABLED:
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_set_label_texts()
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_set_label_texts()
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return
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return
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for k: String in _text_to_draw.keys():
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if mode == Mode.TEXT or mode == Mode.FULL:
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var v: Dictionary = _text_to_draw[k]
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for k: String in _text_to_draw.keys():
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_append_text(k, v["value"] as Variant, v["label_index"] as int)
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var v: Dictionary = _text_to_draw[k]
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_append_text(k, v["value"] as Variant, v["label_index"] as int)
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for k: String in _events_to_draw.keys():
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for k: String in _events_to_draw.keys():
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var v: Dictionary = _events_to_draw[k]
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var v: Dictionary = _events_to_draw[k]
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_append_event(k, v["frame"] as int, v["args"] as Array[Variant])
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_append_event(k, v["frame"] as int, v["args"] as Array[Variant])
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_set_label_texts()
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_set_label_texts()
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if !Referencer.main_camera:
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if !Referencer.main_camera or mode != Mode.FULL:
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return
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return
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for v: Dictionary in _vectors_to_draw.values():
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for v: Dictionary in _vectors_to_draw.values():
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@ -45,7 +45,6 @@ func _on_body_entered(node: Node3D) -> void:
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queue_free()
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queue_free()
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return
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return
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print(node)
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if node is CollisionObject3D:
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if node is CollisionObject3D:
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var collision_node := node as CollisionObject3D
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var collision_node := node as CollisionObject3D
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if collision_node.collision_layer & 1:
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if collision_node.collision_layer & 1:
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