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

@@ -1,6 +1,7 @@
using UnityEngine;
using Pathfinding;
using AppleHills.Core.Settings;
using Core;
namespace Input
{
@@ -83,7 +84,7 @@ namespace Input
public void OnTap(Vector2 worldPosition)
{
InterruptMoveTo();
Debug.Log($"[PlayerTouchController] OnTap at {worldPosition}");
Logging.Debug($"[PlayerTouchController] OnTap at {worldPosition}");
if (aiPath != null)
{
aiPath.enabled = true;
@@ -102,7 +103,7 @@ namespace Input
public void OnHoldStart(Vector2 worldPosition)
{
InterruptMoveTo();
Debug.Log($"[PlayerTouchController] OnHoldStart at {worldPosition}");
Logging.Debug($"[PlayerTouchController] OnHoldStart at {worldPosition}");
lastHoldPosition = worldPosition;
isHolding = true;
if (_settings.DefaultHoldMovementMode == HoldMovementMode.Pathfinding &&
@@ -139,7 +140,7 @@ namespace Input
/// </summary>
public void OnHoldEnd(Vector2 worldPosition)
{
Debug.Log($"[PlayerTouchController] OnHoldEnd at {worldPosition}");
Logging.Debug($"[PlayerTouchController] OnHoldEnd at {worldPosition}");
isHolding = false;
directMoveVelocity = Vector3.zero;
if (aiPath != null && _settings.DefaultHoldMovementMode ==
@@ -315,13 +316,13 @@ namespace Input
{
_isMoving = true;
OnMovementStarted?.Invoke();
Debug.Log("[PlayerTouchController] Movement started");
Logging.Debug("[PlayerTouchController] Movement started");
}
else if (!isCurrentlyMoving && _isMoving)
{
_isMoving = false;
OnMovementStopped?.Invoke();
Debug.Log("[PlayerTouchController] Movement stopped");
Logging.Debug("[PlayerTouchController] Movement stopped");
}
}