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

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