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

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