Strip debug logging from the game, fix screen weirdness
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using AppleHills.Data.CardSystem;
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using Core;
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using UnityEngine;
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namespace Data.CardSystem
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@@ -100,7 +101,7 @@ namespace Data.CardSystem
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{
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playerInventory.BoosterPackCount += count;
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OnBoosterCountChanged?.Invoke(playerInventory.BoosterPackCount);
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Debug.Log($"[CardSystemManager] Added {count} booster pack(s). Total: {playerInventory.BoosterPackCount}");
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Logging.Debug($"[CardSystemManager] Added {count} booster pack(s). Total: {playerInventory.BoosterPackCount}");
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}
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/// <summary>
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@@ -110,7 +111,7 @@ namespace Data.CardSystem
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{
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if (playerInventory.BoosterPackCount <= 0)
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{
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Debug.LogWarning("[CardSystemManager] Attempted to open a booster pack, but none are available.");
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Logging.Warning("[CardSystemManager] Attempted to open a booster pack, but none are available.");
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return new List<CardData>();
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}
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@@ -129,7 +130,7 @@ namespace Data.CardSystem
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// Notify listeners
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OnBoosterOpened?.Invoke(drawnCards);
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Debug.Log($"[CardSystemManager] Opened a booster pack and obtained {drawnCards.Count} cards. Remaining boosters: {playerInventory.BoosterPackCount}");
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Logging.Debug($"[CardSystemManager] Opened a booster pack and obtained {drawnCards.Count} cards. Remaining boosters: {playerInventory.BoosterPackCount}");
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return drawnCards;
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}
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@@ -150,7 +151,7 @@ namespace Data.CardSystem
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OnCardRarityUpgraded?.Invoke(existingCard);
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}
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Debug.Log($"[CardSystemManager] Added duplicate card '{card.Name}'. Now have {existingCard.CopiesOwned} copies.");
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Logging.Debug($"[CardSystemManager] Added duplicate card '{card.Name}'. Now have {existingCard.CopiesOwned} copies.");
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}
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else
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{
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@@ -158,7 +159,7 @@ namespace Data.CardSystem
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playerInventory.AddCard(card);
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OnCardCollected?.Invoke(card);
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Debug.Log($"[CardSystemManager] Added new card '{card.Name}' to collection.");
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Logging.Debug($"[CardSystemManager] Added new card '{card.Name}' to collection.");
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}
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}
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@@ -197,7 +198,7 @@ namespace Data.CardSystem
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else
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{
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// Fallback if no cards of the selected rarity
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Debug.LogWarning($"[CardSystemManager] No cards of rarity {rarity} available, selecting a random card instead.");
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Logging.Warning($"[CardSystemManager] No cards of rarity {rarity} available, selecting a random card instead.");
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int randomIndex = UnityEngine.Random.Range(0, availableCards.Count);
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CardDefinition randomDef = availableCards[randomIndex];
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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.Data.CardSystem
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@@ -86,7 +87,7 @@ namespace AppleHills.Data.CardSystem
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return color;
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}
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Debug.LogWarning($"[CardVisualConfig] No color mapping found for rarity {rarity}, using default");
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Logging.Warning($"[CardVisualConfig] No color mapping found for rarity {rarity}, using default");
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return Color.white;
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}
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@@ -107,7 +108,7 @@ namespace AppleHills.Data.CardSystem
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return color;
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}
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Debug.LogWarning($"[CardVisualConfig] No color mapping found for zone {zone}, using default");
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Logging.Warning($"[CardVisualConfig] No color mapping found for zone {zone}, using default");
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return Color.white;
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}
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@@ -128,7 +129,7 @@ namespace AppleHills.Data.CardSystem
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return sprite;
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}
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Debug.LogWarning($"[CardVisualConfig] No shape mapping found for zone {zone}");
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Logging.Warning($"[CardVisualConfig] No shape mapping found for zone {zone}");
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return null;
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}
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