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

@@ -4,6 +4,7 @@ using System;
using System.Collections.Generic;
using UnityEngine.Events;
using System.Threading.Tasks;
using Core;
namespace Interactions
{
@@ -100,10 +101,10 @@ namespace Interactions
{
if (!_isActive)
{
Debug.Log($"[Interactable] Is disabled!");
Logging.Debug($"[Interactable] Is disabled!");
return;
}
Debug.Log($"[Interactable] OnTap at {worldPosition} on {gameObject.name}");
Logging.Debug($"[Interactable] OnTap at {worldPosition} on {gameObject.name}");
// Start the interaction process asynchronously
_ = TryInteractAsync();
@@ -129,7 +130,7 @@ namespace Interactions
{
if (_playerRef == null)
{
Debug.Log($"[Interactable] Player character could not be found. Aborting interaction.");
Logging.Debug($"[Interactable] Player character could not be found. Aborting interaction.");
interactionInterrupted.Invoke();
await DispatchEventAsync(InteractionEventType.InteractionInterrupted);
return;
@@ -372,9 +373,9 @@ namespace Interactions
// Dispatch InteractingCharacterArrived event and WAIT for all actions to complete
// This ensures we wait for any timeline animations to finish before proceeding
Debug.Log("[Interactable] Follower arrived, dispatching InteractingCharacterArrived event and waiting for completion");
Logging.Debug("[Interactable] Follower arrived, dispatching InteractingCharacterArrived event and waiting for completion");
await DispatchEventAsync(InteractionEventType.InteractingCharacterArrived);
Debug.Log("[Interactable] All InteractingCharacterArrived actions completed, proceeding with interaction");
Logging.Debug("[Interactable] All InteractingCharacterArrived actions completed, proceeding with interaction");
// Check if we have any components that might have paused the interaction flow
bool hasTimelineActions = false;