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