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