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

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