refactor: Update log category names for consistency across game framework components
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@@ -3,7 +3,7 @@
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#include "Weapons/BPC_DamageReceptionSystem.h"
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DEFINE_LOG_CATEGORY_STATIC(LogDamage, Log, All);
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DEFINE_LOG_CATEGORY_STATIC(LogFrameworkDamage, Log, All);
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UBPC_DamageReceptionSystem::UBPC_DamageReceptionSystem()
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{
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@@ -67,7 +67,7 @@ float UBPC_DamageReceptionSystem::ApplyDamage(float RawDamage, AActor* DamageCau
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FString::Printf(TEXT("Resistance: %.1f%%"), Resistance * 100.0f));
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}
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UE_LOG(LogDamage, Verbose, TEXT("ApplyDamage — Raw: %.1f → Final: %.1f (Type: %s, Resist: %.1f%%)"),
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UE_LOG(LogFrameworkDamage, Verbose, TEXT("ApplyDamage — Raw: %.1f → Final: %.1f (Type: %s, Resist: %.1f%%)"),
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RawDamage, FinalDamage, *DamageType.GetTagName().ToString(), Resistance * 100.0f);
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return FinalDamage;
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@@ -119,12 +119,12 @@ void UBPC_DamageReceptionSystem::EvaluateHitReaction(float FinalDamage, AActor*
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{
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if (FinalDamage >= KnockdownThreshold)
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{
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UE_LOG(LogDamage, Log, TEXT("EvaluateHitReaction — Knockdown! (%.1f damage)"), FinalDamage);
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UE_LOG(LogFrameworkDamage, Log, TEXT("EvaluateHitReaction — Knockdown! (%.1f damage)"), FinalDamage);
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OnKnockedDown.Broadcast(DamageCauser, FinalDamage);
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}
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else if (FinalDamage >= StaggerThreshold)
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{
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UE_LOG(LogDamage, Verbose, TEXT("EvaluateHitReaction — Stagger (%.1f damage)"), FinalDamage);
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UE_LOG(LogFrameworkDamage, Verbose, TEXT("EvaluateHitReaction — Stagger (%.1f damage)"), FinalDamage);
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OnStaggered.Broadcast(DamageCauser, FinalDamage);
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}
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