Strip debug logging from the game, fix screen weirdness
This commit is contained in:
@@ -3,6 +3,7 @@ using AppleHills.Core.Settings;
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using System;
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using System.Collections.Generic;
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using AppleHills.Core.Interfaces;
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using Core;
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using UI;
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/// <summary>
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@@ -81,11 +82,11 @@ public class GameManager : MonoBehaviour
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pauseMenu.OnGamePaused += OnPauseMenuPaused;
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pauseMenu.OnGameResumed += OnPauseMenuResumed;
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Debug.Log("[GameManager] Subscribed to PauseMenu events");
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Logging.Debug("[GameManager] Subscribed to PauseMenu events");
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}
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else
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{
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Debug.LogWarning("[GameManager] PauseMenu not found. Pause functionality won't work properly.");
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Logging.Warning("[GameManager] PauseMenu not found. Pause functionality won't work properly.");
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}
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}
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@@ -116,7 +117,7 @@ public class GameManager : MonoBehaviour
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component.Pause();
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}
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Debug.Log($"[GameManager] Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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Logging.Debug($"[GameManager] Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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}
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}
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@@ -129,7 +130,7 @@ public class GameManager : MonoBehaviour
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if (component != null && _pausableComponents.Contains(component))
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{
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_pausableComponents.Remove(component);
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Debug.Log($"[GameManager] Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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Logging.Debug($"[GameManager] Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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}
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}
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@@ -167,7 +168,7 @@ public class GameManager : MonoBehaviour
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// Broadcast pause event
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OnGamePaused?.Invoke();
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Debug.Log($"[GameManager] Game paused. Paused {_pausableComponents.Count} components.");
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Logging.Debug($"[GameManager] Game paused. Paused {_pausableComponents.Count} components.");
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}
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/// <summary>
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@@ -188,7 +189,7 @@ public class GameManager : MonoBehaviour
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// Broadcast resume event
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OnGameResumed?.Invoke();
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Debug.Log($"[GameManager] Game resumed. Resumed {_pausableComponents.Count} components.");
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Logging.Debug($"[GameManager] Game resumed. Resumed {_pausableComponents.Count} components.");
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}
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/// <summary>
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@@ -204,7 +205,7 @@ public class GameManager : MonoBehaviour
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private void InitializeSettings()
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{
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Debug.Log("Starting settings initialization...");
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Logging.Debug("Starting settings initialization...");
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// Load settings synchronously
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var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous<PlayerFollowerSettings>();
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@@ -215,7 +216,7 @@ public class GameManager : MonoBehaviour
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if (playerSettings != null)
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{
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ServiceLocator.Register<IPlayerFollowerSettings>(playerSettings);
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Debug.Log("PlayerFollowerSettings registered successfully");
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Logging.Debug("PlayerFollowerSettings registered successfully");
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}
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else
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{
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@@ -225,7 +226,7 @@ public class GameManager : MonoBehaviour
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if (interactionSettings != null)
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{
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ServiceLocator.Register<IInteractionSettings>(interactionSettings);
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Debug.Log("InteractionSettings registered successfully");
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Logging.Debug("InteractionSettings registered successfully");
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}
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else
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{
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@@ -235,7 +236,7 @@ public class GameManager : MonoBehaviour
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if (minigameSettings != null)
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{
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ServiceLocator.Register<IDivingMinigameSettings>(minigameSettings);
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Debug.Log("MinigameSettings registered successfully");
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Logging.Debug("MinigameSettings registered successfully");
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}
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else
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{
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@@ -246,11 +247,11 @@ public class GameManager : MonoBehaviour
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_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null;
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if (_settingsLoaded)
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{
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Debug.Log("All settings loaded and registered with ServiceLocator");
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Logging.Debug("All settings loaded and registered with ServiceLocator");
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}
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else
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{
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Debug.LogWarning("Some settings failed to load - check that all settings assets exist and are marked as Addressables");
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Logging.Warning("Some settings failed to load - check that all settings assets exist and are marked as Addressables");
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}
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}
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@@ -259,7 +260,7 @@ public class GameManager : MonoBehaviour
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/// </summary>
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private void InitializeDeveloperSettings()
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{
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Debug.Log("Starting developer settings initialization...");
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Logging.Debug("Starting developer settings initialization...");
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// Load developer settings
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var divingDevSettings = DeveloperSettingsProvider.Instance.GetSettings<DivingDeveloperSettings>();
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@@ -268,11 +269,11 @@ public class GameManager : MonoBehaviour
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if (_developerSettingsLoaded)
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{
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Debug.Log("All developer settings loaded successfully");
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Logging.Debug("All developer settings loaded successfully");
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}
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else
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{
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Debug.LogWarning("Some developer settings failed to load");
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Logging.Warning("Some developer settings failed to load");
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}
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}
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@@ -13,11 +13,5 @@
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{
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UnityEngine.Debug.LogWarning(message);
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}
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[System.Diagnostics.Conditional("ENABLE_LOG")]
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public static void Error(object message)
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{
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UnityEngine.Debug.LogError(message);
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}
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}
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}
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@@ -123,7 +123,7 @@ namespace Core
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var scene = SceneManager.GetSceneByName(sceneName);
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if (!scene.isLoaded)
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{
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Debug.LogWarning($"SceneManagerService: Attempted to unload scene '{sceneName}', but it is not loaded.");
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Logging.Warning($"SceneManagerService: Attempted to unload scene '{sceneName}', but it is not loaded.");
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return;
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}
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SceneUnloadStarted?.Invoke(sceneName);
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@@ -264,6 +264,11 @@ namespace Core
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// Tracks the currently loaded gameplay scene (not persistent/bootstrapper)
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public string CurrentGameplayScene { get; private set; } = "MainMenu";
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public async Task ReloadCurrentScene(IProgress<float> progress = null)
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{
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await SwitchSceneAsync(CurrentGameplayScene, progress);
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}
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// Switches from current gameplay scene to a new one
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public async Task SwitchSceneAsync(string newSceneName, IProgress<float> progress = null)
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{
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@@ -277,7 +282,7 @@ namespace Core
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DestroyImmediate(astar.gameObject);
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}
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// Unload previous gameplay scene (if not BootstrapScene and not same as new)
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if (!string.IsNullOrEmpty(CurrentGameplayScene) && CurrentGameplayScene != newSceneName && CurrentGameplayScene != BootstrapSceneName)
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if (!string.IsNullOrEmpty(CurrentGameplayScene)&& CurrentGameplayScene != BootstrapSceneName)
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{
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var prevScene = SceneManager.GetSceneByName(CurrentGameplayScene);
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if (prevScene.isLoaded)
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@@ -286,7 +291,7 @@ namespace Core
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}
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else
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{
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Debug.LogWarning($"SceneManagerService: Previous scene '{CurrentGameplayScene}' is not loaded, skipping unload.");
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Logging.Warning($"SceneManagerService: Previous scene '{CurrentGameplayScene}' is not loaded, skipping unload.");
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}
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}
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// Ensure BootstrapScene is loaded before loading new scene
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@@ -35,6 +35,7 @@ namespace Utility
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public GameObject orientationPromptPrefab;
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public event Action OnOrientationCorrect;
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public event Action OnOrientationIncorrect;
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private GameObject _promptInstance;
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private ScreenOrientationRequirement _requiredOrientation;
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@@ -139,6 +140,13 @@ namespace Utility
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private System.Collections.IEnumerator ContinuousOrientationCheckRoutine()
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{
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while (!IsOrientationCorrect())
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{
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yield return new WaitForSeconds(0.5f);
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}
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_orientationCorrect = true;
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OnOrientationCorrect?.Invoke();
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while (true)
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{
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// Wait for a short interval before checking again
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@@ -147,33 +155,11 @@ namespace Utility
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// Check if orientation is now incorrect
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if (!IsOrientationCorrect())
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{
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// Pause the game using DivingGameManager
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if (DivingGameManager.Instance != null)
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{
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DivingGameManager.Instance.Pause();
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}
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// Show the orientation prompt
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OnOrientationIncorrect?.Invoke();;
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InputManager.Instance.SetInputMode(InputMode.UI);
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ShowPrompt();
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// Wait until orientation is correct again
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while (!IsOrientationCorrect())
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{
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yield return new WaitForSeconds(0.2f);
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}
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// Hide the prompt when orientation is correct again
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if (_promptInstance != null)
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{
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Destroy(_promptInstance);
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_promptInstance = null;
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}
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// Resume the game using DivingGameManager
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if (DivingGameManager.Instance != null)
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{
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DivingGameManager.Instance.DoResume();
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}
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_continuousOrientationCheckCoroutine = StartCoroutine(ContinuousOrientationCheckRoutine());
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yield break; // Exit this coroutine
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}
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}
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}
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@@ -2,6 +2,7 @@
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using System;
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using Core;
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namespace AppleHills.Core.Settings
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{
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@@ -91,13 +92,13 @@ namespace AppleHills.Core.Settings
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Debug.LogError($"Failed to load developer settings at '{key}': {e.Message}");
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}
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Debug.LogWarning($"Developer settings of type {type.Name} not found at addressable path '{key}'");
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Logging.Warning($"Developer settings of type {type.Name} not found at addressable path '{key}'");
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// Fallback to Resources for backward compatibility
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T resourcesSettings = Resources.Load<T>($"{_addressablePath}/{type.Name}");
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if (resourcesSettings != null)
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{
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Debug.Log($"Found developer settings in Resources instead of Addressables at '{_addressablePath}/{type.Name}'");
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Logging.Debug($"Found developer settings in Resources instead of Addressables at '{_addressablePath}/{type.Name}'");
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_settingsCache[type] = resourcesSettings;
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return resourcesSettings;
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}
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@@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using Core;
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using UnityEngine;
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namespace AppleHills.Core.Settings
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@@ -20,7 +21,7 @@ namespace AppleHills.Core.Settings
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public static void Register<T>(T service) where T : class
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{
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_services[typeof(T)] = service;
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Debug.Log($"Service registered: {typeof(T).Name}");
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Logging.Debug($"Service registered: {typeof(T).Name}");
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}
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/// <summary>
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@@ -35,7 +36,7 @@ namespace AppleHills.Core.Settings
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return service as T;
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}
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Debug.LogWarning($"Service of type {typeof(T).Name} not found!");
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Logging.Warning($"Service of type {typeof(T).Name} not found!");
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return null;
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}
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@@ -45,7 +46,7 @@ namespace AppleHills.Core.Settings
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public static void Clear()
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{
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_services.Clear();
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Debug.Log("All services cleared");
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Logging.Debug("All services cleared");
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}
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}
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}
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