Cleanup compile warnings, cleanup logs, spruce up level selection menu

This commit is contained in:
Michal Pikulski
2025-10-28 14:31:17 +01:00
parent a5b1a4f8a0
commit 43779c560e
67 changed files with 4814 additions and 1050 deletions

View File

@@ -1,4 +1,5 @@
using System;
using AppleHills.Core.Settings;
using UnityEngine;
using UI;
using Core;
@@ -27,10 +28,11 @@ namespace Bootstrap
private bool _bootComplete = false;
private bool _hasStartedLoading = false;
private float _sceneLoadingProgress = 0f;
private LogVerbosity _logVerbosity = LogVerbosity.Warning;
private void Start()
{
Debug.Log("[BootSceneController] Boot scene started");
LogDebugMessage("Boot scene started");
// Ensure the initial loading screen exists
if (initialLoadingScreen == null)
@@ -56,6 +58,8 @@ namespace Bootstrap
50, // Higher priority (lower number)
"BootSceneController.OnBootCompleted"
);
_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().bootstrapLogVerbosity;
// In debug mode, log additional information
if (debugMode)
@@ -69,12 +73,12 @@ namespace Bootstrap
/// </summary>
private void OnInitialLoadingComplete()
{
Debug.Log("[BootSceneController] Initial loading screen fully hidden, boot sequence completed");
LogDebugMessage("Initial loading screen fully hidden, boot sequence completed");
// Play the intro cinematic if available
if (CinematicsManager.Instance != null)
{
Debug.Log("[BootSceneController] Attempting to play intro cinematic");
LogDebugMessage("Attempting to play intro cinematic");
// Use LoadAndPlayCinematic to play the intro sequence
CinematicsManager.Instance.LoadAndPlayCinematic("IntroSequence");
@@ -131,13 +135,13 @@ namespace Bootstrap
{
if (debugMode)
{
Debug.Log($"[BootSceneController] Bootstrap progress: {progress:P0}, Combined: {GetCombinedProgress():P0}");
LogDebugMessage($"Bootstrap progress: {progress:P0}, Combined: {GetCombinedProgress():P0}");
}
}
private void LogDebugInfo()
{
Debug.Log($"[BootSceneController] Debug - Phase: {_currentPhase}, Bootstrap: {CustomBoot.CurrentProgress:P0}, " +
LogDebugMessage($"Debug - Phase: {_currentPhase}, Bootstrap: {CustomBoot.CurrentProgress:P0}, " +
$"Scene: {_sceneLoadingProgress:P0}, Combined: {GetCombinedProgress():P0}, Boot Complete: {_bootComplete}");
}
@@ -146,7 +150,7 @@ namespace Bootstrap
// Unsubscribe to prevent duplicate calls
CustomBoot.OnBootCompleted -= OnBootCompleted;
Debug.Log("[BootSceneController] Boot process completed");
LogDebugMessage("Boot process completed");
_bootComplete = true;
// After a small delay, start loading the main menu
@@ -166,7 +170,7 @@ namespace Bootstrap
private async void LoadMainScene()
{
Debug.Log($"[BootSceneController] Loading main menu scene: {mainSceneName}");
LogDebugMessage($"Loading main menu scene: {mainSceneName}");
try
{
@@ -180,7 +184,7 @@ namespace Bootstrap
if (debugMode)
{
Debug.Log($"[BootSceneController] Scene loading raw: {value:P0}, Combined: {GetCombinedProgress():P0}");
LogDebugMessage($"Scene loading raw: {value:P0}, Combined: {GetCombinedProgress():P0}");
}
});
@@ -229,7 +233,7 @@ namespace Bootstrap
Scene currentScene = SceneManager.GetActiveScene();
string startingSceneName = currentScene.name;
Debug.Log($"[BootSceneController] Unloading StartingScene: {startingSceneName}");
LogDebugMessage($"Unloading StartingScene: {startingSceneName}");
// Unload the StartingScene
await SceneManager.UnloadSceneAsync(startingSceneName);
@@ -238,7 +242,7 @@ namespace Bootstrap
Scene mainMenuScene = SceneManager.GetSceneByName(mainSceneName);
SceneManager.SetActiveScene(mainMenuScene);
Debug.Log($"[BootSceneController] Transition complete: {startingSceneName} unloaded, {mainSceneName} is now active");
LogDebugMessage($"Transition complete: {startingSceneName} unloaded, {mainSceneName} is now active");
// Destroy the boot scene controller since its job is done
Destroy(gameObject);
@@ -266,5 +270,13 @@ namespace Bootstrap
_progressAction?.Invoke(value);
}
}
private void LogDebugMessage(string message)
{
if ( _logVerbosity <= LogVerbosity.Debug)
{
Logging.Debug($"[BootSceneController] {message}");
}
}
}
}