Strip debug logging from the game, fix screen weirdness

This commit is contained in:
Michal Pikulski
2025-10-14 15:53:58 +02:00
parent 18be597424
commit e8180b21bf
65 changed files with 768 additions and 411 deletions

View File

@@ -3,6 +3,7 @@ using AppleHills.Core.Settings;
using System;
using System.Collections.Generic;
using AppleHills.Core.Interfaces;
using Core;
using UI;
/// <summary>
@@ -81,11 +82,11 @@ public class GameManager : MonoBehaviour
pauseMenu.OnGamePaused += OnPauseMenuPaused;
pauseMenu.OnGameResumed += OnPauseMenuResumed;
Debug.Log("[GameManager] Subscribed to PauseMenu events");
Logging.Debug("[GameManager] Subscribed to PauseMenu events");
}
else
{
Debug.LogWarning("[GameManager] PauseMenu not found. Pause functionality won't work properly.");
Logging.Warning("[GameManager] PauseMenu not found. Pause functionality won't work properly.");
}
}
@@ -116,7 +117,7 @@ public class GameManager : MonoBehaviour
component.Pause();
}
Debug.Log($"[GameManager] Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
Logging.Debug($"[GameManager] Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
}
}
@@ -129,7 +130,7 @@ public class GameManager : MonoBehaviour
if (component != null && _pausableComponents.Contains(component))
{
_pausableComponents.Remove(component);
Debug.Log($"[GameManager] Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
Logging.Debug($"[GameManager] Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
}
}
@@ -167,7 +168,7 @@ public class GameManager : MonoBehaviour
// Broadcast pause event
OnGamePaused?.Invoke();
Debug.Log($"[GameManager] Game paused. Paused {_pausableComponents.Count} components.");
Logging.Debug($"[GameManager] Game paused. Paused {_pausableComponents.Count} components.");
}
/// <summary>
@@ -188,7 +189,7 @@ public class GameManager : MonoBehaviour
// Broadcast resume event
OnGameResumed?.Invoke();
Debug.Log($"[GameManager] Game resumed. Resumed {_pausableComponents.Count} components.");
Logging.Debug($"[GameManager] Game resumed. Resumed {_pausableComponents.Count} components.");
}
/// <summary>
@@ -204,7 +205,7 @@ public class GameManager : MonoBehaviour
private void InitializeSettings()
{
Debug.Log("Starting settings initialization...");
Logging.Debug("Starting settings initialization...");
// Load settings synchronously
var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous<PlayerFollowerSettings>();
@@ -215,7 +216,7 @@ public class GameManager : MonoBehaviour
if (playerSettings != null)
{
ServiceLocator.Register<IPlayerFollowerSettings>(playerSettings);
Debug.Log("PlayerFollowerSettings registered successfully");
Logging.Debug("PlayerFollowerSettings registered successfully");
}
else
{
@@ -225,7 +226,7 @@ public class GameManager : MonoBehaviour
if (interactionSettings != null)
{
ServiceLocator.Register<IInteractionSettings>(interactionSettings);
Debug.Log("InteractionSettings registered successfully");
Logging.Debug("InteractionSettings registered successfully");
}
else
{
@@ -235,7 +236,7 @@ public class GameManager : MonoBehaviour
if (minigameSettings != null)
{
ServiceLocator.Register<IDivingMinigameSettings>(minigameSettings);
Debug.Log("MinigameSettings registered successfully");
Logging.Debug("MinigameSettings registered successfully");
}
else
{
@@ -246,11 +247,11 @@ public class GameManager : MonoBehaviour
_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null;
if (_settingsLoaded)
{
Debug.Log("All settings loaded and registered with ServiceLocator");
Logging.Debug("All settings loaded and registered with ServiceLocator");
}
else
{
Debug.LogWarning("Some settings failed to load - check that all settings assets exist and are marked as Addressables");
Logging.Warning("Some settings failed to load - check that all settings assets exist and are marked as Addressables");
}
}
@@ -259,7 +260,7 @@ public class GameManager : MonoBehaviour
/// </summary>
private void InitializeDeveloperSettings()
{
Debug.Log("Starting developer settings initialization...");
Logging.Debug("Starting developer settings initialization...");
// Load developer settings
var divingDevSettings = DeveloperSettingsProvider.Instance.GetSettings<DivingDeveloperSettings>();
@@ -268,11 +269,11 @@ public class GameManager : MonoBehaviour
if (_developerSettingsLoaded)
{
Debug.Log("All developer settings loaded successfully");
Logging.Debug("All developer settings loaded successfully");
}
else
{
Debug.LogWarning("Some developer settings failed to load");
Logging.Warning("Some developer settings failed to load");
}
}