Clean up logging
This commit is contained in:
@@ -333,7 +333,7 @@ namespace Interactions
|
||||
ItemSlotSaveData data = JsonUtility.FromJson<ItemSlotSaveData>(serializedData);
|
||||
if (data == null)
|
||||
{
|
||||
Debug.LogWarning($"[ItemSlot] Failed to deserialize save data for {gameObject.name}");
|
||||
Logging.Warning($"[ItemSlot] Failed to deserialize save data for {gameObject.name}");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -343,7 +343,7 @@ namespace Interactions
|
||||
// Restore slotted item if there was one
|
||||
if (!string.IsNullOrEmpty(data.slottedItemSaveId))
|
||||
{
|
||||
Debug.Log($"[ItemSlot] Restoring slotted item: {data.slottedItemSaveId} (itemId: {data.slottedItemDataId})");
|
||||
Logging.Debug($"[ItemSlot] Restoring slotted item: {data.slottedItemSaveId} (itemId: {data.slottedItemDataId})");
|
||||
RestoreSlottedItem(data.slottedItemSaveId, data.slottedItemDataId);
|
||||
}
|
||||
}
|
||||
@@ -361,7 +361,7 @@ namespace Interactions
|
||||
{
|
||||
// Item not found in scene - it might be a dynamically spawned combined item
|
||||
// Try to spawn it from the itemDataId
|
||||
Debug.Log($"[ItemSlot] Slotted item not found in scene: {slottedItemSaveId}, attempting to spawn from itemId: {expectedItemDataId}");
|
||||
Logging.Debug($"[ItemSlot] Slotted item not found in scene: {slottedItemSaveId}, attempting to spawn from itemId: {expectedItemDataId}");
|
||||
|
||||
GameObject prefab = interactionSettings?.FindPickupPrefabByItemId(expectedItemDataId);
|
||||
if (prefab != null)
|
||||
@@ -369,17 +369,17 @@ namespace Interactions
|
||||
// Spawn the item (inactive, since it will be slotted)
|
||||
slottedObject = Instantiate(prefab, transform.position, Quaternion.identity);
|
||||
slottedObject.SetActive(false);
|
||||
Debug.Log($"[ItemSlot] Successfully spawned combined item for slot: {expectedItemDataId}");
|
||||
Logging.Debug($"[ItemSlot] Successfully spawned combined item for slot: {expectedItemDataId}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[ItemSlot] Could not find prefab for itemId: {expectedItemDataId}");
|
||||
Logging.Warning($"[ItemSlot] Could not find prefab for itemId: {expectedItemDataId}");
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (slottedObject == null)
|
||||
{
|
||||
Debug.LogWarning($"[ItemSlot] Could not find slotted item with save ID: {slottedItemSaveId}");
|
||||
Logging.Warning($"[ItemSlot] Could not find slotted item with save ID: {slottedItemSaveId}");
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -395,13 +395,13 @@ namespace Interactions
|
||||
{
|
||||
if (slottedData.itemId != expectedItemDataId)
|
||||
{
|
||||
Debug.LogWarning($"[ItemSlot] ItemId mismatch! Pickup has '{slottedData.itemId}' but expected '{expectedItemDataId}'");
|
||||
Logging.Warning($"[ItemSlot] ItemId mismatch! Pickup has '{slottedData.itemId}' but expected '{expectedItemDataId}'");
|
||||
}
|
||||
}
|
||||
|
||||
if (slottedData == null)
|
||||
{
|
||||
Debug.LogWarning($"[ItemSlot] Pickup {pickup.gameObject.name} has null itemData! Expected itemId: {expectedItemDataId}");
|
||||
Logging.Warning($"[ItemSlot] Pickup {pickup.gameObject.name} has null itemData! Expected itemId: {expectedItemDataId}");
|
||||
if (slottedObject != null)
|
||||
Destroy(slottedObject);
|
||||
return;
|
||||
@@ -409,7 +409,7 @@ namespace Interactions
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[ItemSlot] Slotted object has no Pickup component: {slottedObject.name}");
|
||||
Logging.Warning($"[ItemSlot] Slotted object has no Pickup component: {slottedObject.name}");
|
||||
if (slottedObject != null)
|
||||
Destroy(slottedObject);
|
||||
return;
|
||||
@@ -419,7 +419,7 @@ namespace Interactions
|
||||
// Follower state is managed separately during save/load restoration
|
||||
ApplySlottedItemState(slottedObject, slottedData, triggerEvents: false);
|
||||
|
||||
Debug.Log($"[ItemSlot] Successfully restored slotted item: {slottedData.itemName} (itemId: {slottedData.itemId})");
|
||||
Logging.Debug($"[ItemSlot] Successfully restored slotted item: {slottedData.itemName} (itemId: {slottedData.itemId})");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -526,7 +526,7 @@ namespace Interactions
|
||||
// If slot already has an item, reject the claim
|
||||
if (currentlySlottedItemObject != null)
|
||||
{
|
||||
Debug.LogWarning($"[ItemSlot] Already has a slotted item, rejecting claim from {pickup.gameObject.name}");
|
||||
Logging.Warning($"[ItemSlot] Already has a slotted item, rejecting claim from {pickup.gameObject.name}");
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -537,7 +537,7 @@ namespace Interactions
|
||||
// Claim the pickup
|
||||
ApplySlottedItemState(pickup.gameObject, pickup.itemData, triggerEvents: false);
|
||||
|
||||
Debug.Log($"[ItemSlot] Successfully claimed slotted item: {pickup.itemData?.itemName}");
|
||||
Logging.Debug($"[ItemSlot] Successfully claimed slotted item: {pickup.itemData?.itemName}");
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user