Strip debug logging from the game, fix screen weirdness
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@@ -89,7 +89,7 @@ namespace Dialogue
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speechBubble.DisplayDialogueContent(content, HasAnyLines());
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// Log the content type for debugging
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Debug.Log($"Displaying content type: {content.ContentType} - {(content.ContentType == DialogueContentType.Text ? content.Text : content.Image?.name)}");
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Logging.Debug($"Displaying content type: {content.ContentType} - {(content.ContentType == DialogueContentType.Text ? content.Text : content.Image?.name)}");
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}
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else
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{
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@@ -98,7 +98,7 @@ namespace Dialogue
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speechBubble.DisplayDialogueLine(line, HasAnyLines());
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// Log for debugging
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Debug.Log($"Displaying legacy text: {line}");
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Logging.Debug($"Displaying legacy text: {line}");
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}
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}
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@@ -345,7 +345,7 @@ namespace Dialogue
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private void MoveToNextNode()
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{
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Debug.Log("MoveToNextNode");
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Logging.Debug("MoveToNextNode");
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// If there's no next node, complete the dialogue
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if (string.IsNullOrEmpty(currentNode.nextNodeID))
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@@ -471,7 +471,7 @@ namespace Dialogue
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private void OnAnyItemSlotted(PickupItemData slotDefinition, PickupItemData slottedItem)
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{
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Debug.Log("[DialogueComponent] OnAnyItemSlotted");
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Logging.Debug("[DialogueComponent] OnAnyItemSlotted");
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// Only react if we're active and waiting on a slot
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if (!IsActive || IsCompleted || currentNode == null ||
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