Cleanup compile warnings, cleanup logs, spruce up level selection menu
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@@ -1,12 +1,11 @@
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using System;
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using System.Collections;
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using UnityEngine;
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using AppleHills.Core.Settings;
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using System.Collections;
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using AppleHills.Core.Interfaces;
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using AppleHills.Core.Settings;
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using Core;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Minigames.DivingForPictures
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namespace Minigames.DivingForPictures.Bubbles
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{
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/// <summary>
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/// Spawns bubbles at intervals, randomizing their properties and assigning a random sprite to each.
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@@ -45,9 +44,9 @@ namespace Minigames.DivingForPictures
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if (_devSettings.BubbleUseObjectPooling)
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{
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// Create the bubble pool
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GameObject poolGO = new GameObject("BubblePool");
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poolGO.transform.SetParent(transform);
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_bubblePool = poolGO.AddComponent<BubblePool>();
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GameObject poolGo = new GameObject("BubblePool");
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poolGo.transform.SetParent(transform);
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_bubblePool = poolGo.AddComponent<BubblePool>();
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_bubblePool.initialPoolSize = _devSettings.BubbleInitialPoolSize;
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_bubblePool.maxPoolSize = _devSettings.BubbleMaxPoolSize;
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_bubblePool.Initialize(bubblePrefab);
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@@ -89,7 +88,7 @@ namespace Minigames.DivingForPictures
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}
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// Pause all active bubbles
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Bubble[] activeBubbles = FindObjectsOfType<Bubble>();
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Bubble[] activeBubbles = FindObjectsByType<Bubble>(FindObjectsSortMode.None);
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foreach (var bubble in activeBubbles)
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{
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if (bubble != null)
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@@ -110,7 +109,7 @@ namespace Minigames.DivingForPictures
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StartSpawningCoroutine();
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// Resume all active bubbles
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Bubble[] activeBubbles = FindObjectsOfType<Bubble>();
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Bubble[] activeBubbles = FindObjectsByType<Bubble>(FindObjectsSortMode.None);
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foreach (var bubble in activeBubbles)
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{
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if (bubble != null)
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