Cleanup compile warnings, cleanup logs, spruce up level selection menu
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@@ -73,9 +73,6 @@ namespace Minigames.DivingForPictures
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// Screen normalization
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private float _screenNormalizationFactor = 1.0f;
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// Tracks if a floating area in the middle is currently active
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private bool isFloatingAreaActive = false;
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// Current depth of the trench
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private int _currentDepth = 0;
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@@ -714,20 +711,6 @@ namespace Minigames.DivingForPictures
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_currentDepth++;
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Logging.Debug($"[TrenchTileSpawner] Current Depth: {_currentDepth}");
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onTileSpawned?.Invoke(tile);
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// --- FLOATING AREA STATE MANAGEMENT ---
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Tile spawnedTile = tile.GetComponent<Tile>();
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if (spawnedTile != null)
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{
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if (spawnedTile.hasFloatingAreaMiddle || spawnedTile.continuesFloatingAreaMiddle)
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{
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isFloatingAreaActive = true;
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}
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if (spawnedTile.endsFloatingAreaMiddle)
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{
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isFloatingAreaActive = false;
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}
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}
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}
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/// <summary>
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@@ -776,19 +759,6 @@ namespace Minigames.DivingForPictures
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_currentDepth++;
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Logging.Debug($"[TrenchTileSpawner] Current Depth: {_currentDepth}");
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onTileSpawned?.Invoke(tile);
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// Optionally update floating area state if needed
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Tile spawnedTile = tile.GetComponent<Tile>();
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if (spawnedTile != null)
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{
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if (spawnedTile.hasFloatingAreaMiddle || spawnedTile.continuesFloatingAreaMiddle)
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{
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isFloatingAreaActive = true;
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}
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if (spawnedTile.endsFloatingAreaMiddle)
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{
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isFloatingAreaActive = false;
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}
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}
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}
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/// <summary>
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