Strip debug logging from the game, fix screen weirdness
This commit is contained in:
@@ -4,6 +4,7 @@ using AppleHills.Core.Settings;
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using Pooling;
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using Utils;
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using AppleHills.Core.Interfaces;
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using Core;
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namespace Minigames.DivingForPictures
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{
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@@ -84,7 +85,7 @@ namespace Minigames.DivingForPictures
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_settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
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if (_settings == null)
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{
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Debug.LogWarning("[FloatingObstacle] Could not retrieve settings, using default values");
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Logging.Warning("[FloatingObstacle] Could not retrieve settings, using default values");
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_baseMoveSpeed = moveSpeed; // Use the serialized value as fallback
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}
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else
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@@ -95,7 +96,7 @@ namespace Minigames.DivingForPictures
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// For variety, randomly assign a speed between min and max
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_baseMoveSpeed = Random.Range(minSpeed, maxSpeed);
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Debug.Log($"[FloatingObstacle] Initialized with normalized speed: {_baseMoveSpeed} (range: {minSpeed}-{maxSpeed})");
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Logging.Debug($"[FloatingObstacle] Initialized with normalized speed: {_baseMoveSpeed} (range: {minSpeed}-{maxSpeed})");
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}
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// Calculate screen normalization factor
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@@ -117,7 +118,7 @@ namespace Minigames.DivingForPictures
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// Calculate normalization factor based on screen height
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_screenNormalizationFactor = Screen.height / referenceHeight;
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Debug.Log($"[FloatingObstacle] Screen normalization factor: {_screenNormalizationFactor} (Screen height: {Screen.height}, Reference: {referenceHeight})");
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Logging.Debug($"[FloatingObstacle] Screen normalization factor: {_screenNormalizationFactor} (Screen height: {Screen.height}, Reference: {referenceHeight})");
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}
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private void OnEnable()
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@@ -147,7 +148,7 @@ namespace Minigames.DivingForPictures
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_isPaused = true;
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StopObstacleCoroutines();
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Debug.Log($"[FloatingObstacle] Paused obstacle: {name}");
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Logging.Debug($"[FloatingObstacle] Paused obstacle: {name}");
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}
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/// <summary>
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@@ -160,7 +161,7 @@ namespace Minigames.DivingForPictures
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_isPaused = false;
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StartObstacleCoroutines();
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Debug.Log($"[FloatingObstacle] Resumed obstacle: {name}");
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Logging.Debug($"[FloatingObstacle] Resumed obstacle: {name}");
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}
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/// <summary>
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@@ -221,7 +222,7 @@ namespace Minigames.DivingForPictures
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_movementCoroutine = StartCoroutine(MovementCoroutine());
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}
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Debug.Log($"[FloatingObstacle] {gameObject.name} velocity factor updated to {_velocityFactor:F2}, normalized speed: {moveSpeed:F2}");
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Logging.Debug($"[FloatingObstacle] {gameObject.name} velocity factor updated to {_velocityFactor:F2}, normalized speed: {moveSpeed:F2}");
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}
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/// <summary>
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@@ -229,7 +230,7 @@ namespace Minigames.DivingForPictures
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/// </summary>
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private IEnumerator MovementCoroutine()
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{
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Debug.Log($"[FloatingObstacle] Started movement coroutine with speed: {_baseMoveSpeed:F3}");
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Logging.Debug($"[FloatingObstacle] Started movement coroutine with speed: {_baseMoveSpeed:F3}");
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while (enabled && gameObject.activeInHierarchy)
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{
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@@ -273,7 +274,7 @@ namespace Minigames.DivingForPictures
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if (_collider != null && _collider.enabled)
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{
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_collider.enabled = false;
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Debug.Log($"[FloatingObstacle] Obstacle {gameObject.name} hit player - collider disabled");
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Logging.Debug($"[FloatingObstacle] Obstacle {gameObject.name} hit player - collider disabled");
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}
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}
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@@ -299,12 +300,12 @@ namespace Minigames.DivingForPictures
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// Use a larger buffer to ensure obstacles are truly off-screen before returning to pool
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if (transform.position.y > _screenTop + 5f)
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{
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Debug.Log($"[FloatingObstacle] {gameObject.name} off-screen at Y:{transform.position.y:F2}, screen top:{_screenTop:F2}");
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Logging.Debug($"[FloatingObstacle] {gameObject.name} off-screen at Y:{transform.position.y:F2}, screen top:{_screenTop:F2}");
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ReturnToPool();
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}
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else if (transform.position.y < _screenBottom - 5f) // Added check for bottom screen edge
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{
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Debug.Log($"[FloatingObstacle] {gameObject.name} below screen at Y:{transform.position.y:F2}, screen bottom:{_screenBottom:F2}");
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Logging.Debug($"[FloatingObstacle] {gameObject.name} below screen at Y:{transform.position.y:F2}, screen bottom:{_screenBottom:F2}");
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ReturnToPool();
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}
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}
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@@ -328,14 +329,14 @@ namespace Minigames.DivingForPictures
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ObstacleSpawner foundSpawner = FindFirstObjectByType<ObstacleSpawner>();
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if (foundSpawner != null)
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{
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Debug.LogWarning($"[FloatingObstacle] Obstacle {gameObject.name} lost spawner reference, found replacement spawner");
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Logging.Warning($"[FloatingObstacle] Obstacle {gameObject.name} lost spawner reference, found replacement spawner");
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spawner = foundSpawner;
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spawner.ReturnObstacleToPool(gameObject, prefabIndex);
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}
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else
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{
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// No spawner found - just deactivate the object instead of destroying it
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Debug.LogWarning($"[FloatingObstacle] No spawner found for {gameObject.name}, deactivating safely");
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Logging.Warning($"[FloatingObstacle] No spawner found for {gameObject.name}, deactivating safely");
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gameObject.SetActive(false);
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// Move to a safe location to avoid interference
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@@ -368,7 +369,7 @@ namespace Minigames.DivingForPictures
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_collider.enabled = true;
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}
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Debug.Log($"[FloatingObstacle] Obstacle {gameObject.name} spawned from pool");
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Logging.Debug($"[FloatingObstacle] Obstacle {gameObject.name} spawned from pool");
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// Note: Don't start coroutines here - OnEnable() will handle that when SetActive(true) is called
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}
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@@ -387,7 +388,7 @@ namespace Minigames.DivingForPictures
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_collider.enabled = true;
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}
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Debug.Log($"[FloatingObstacle] Obstacle {gameObject.name} despawned to pool");
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Logging.Debug($"[FloatingObstacle] Obstacle {gameObject.name} despawned to pool");
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}
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/// <summary>
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@@ -427,7 +428,7 @@ namespace Minigames.DivingForPictures
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// Reverse movement speed (already handled by ObstacleSpawner, but this ensures consistency)
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moveSpeed *= -1;
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Debug.Log($"[FloatingObstacle] {gameObject.name} started surfacing with speed: {moveSpeed}");
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Logging.Debug($"[FloatingObstacle] {gameObject.name} started surfacing with speed: {moveSpeed}");
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}
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}
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}
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@@ -1,4 +1,5 @@
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using UnityEngine;
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using Core;
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using UnityEngine;
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using Pooling;
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namespace Minigames.DivingForPictures
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@@ -21,12 +22,12 @@ namespace Minigames.DivingForPictures
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FloatingObstacle obstacleComponent = obstacle.GetComponent<FloatingObstacle>();
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if (obstacleComponent != null)
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{
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Debug.Log($"[ObstaclePool] Returning obstacle {obstacle.name} to pool");
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Logging.Debug($"[ObstaclePool] Returning obstacle {obstacle.name} to pool");
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Return(obstacleComponent, prefabIndex);
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}
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else
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{
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Debug.LogWarning($"Attempted to return a GameObject without a FloatingObstacle component: {obstacle.name}");
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Logging.Warning($"Attempted to return a GameObject without a FloatingObstacle component: {obstacle.name}");
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Destroy(obstacle);
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}
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}
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@@ -38,7 +39,7 @@ namespace Minigames.DivingForPictures
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/// <returns>An obstacle instance ready to use</returns>
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public GameObject GetObstacle(int prefabIndex)
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{
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Debug.Log($"[ObstaclePool] GetObstacle called for prefab index {prefabIndex}");
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Logging.Debug($"[ObstaclePool] GetObstacle called for prefab index {prefabIndex}");
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FloatingObstacle obstacleComponent = Get(prefabIndex);
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if (obstacleComponent == null)
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@@ -47,7 +48,7 @@ namespace Minigames.DivingForPictures
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return null;
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}
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Debug.Log($"[ObstaclePool] Get() returned obstacle {obstacleComponent.name}, active state: {obstacleComponent.gameObject.activeInHierarchy}");
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Logging.Debug($"[ObstaclePool] Get() returned obstacle {obstacleComponent.name}, active state: {obstacleComponent.gameObject.activeInHierarchy}");
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return obstacleComponent.gameObject;
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}
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}
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@@ -5,6 +5,7 @@ using UnityEngine.Events;
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using Pooling;
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using AppleHills.Core.Settings;
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using AppleHills.Core.Interfaces;
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using Core;
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namespace Minigames.DivingForPictures
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{
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@@ -119,7 +120,7 @@ namespace Minigames.DivingForPictures
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StartMoveCoroutine();
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StartDespawnCoroutine();
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Debug.Log("[ObstacleSpawner] Initialized");
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Logging.Debug("[ObstacleSpawner] Initialized");
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}
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/// <summary>
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@@ -151,7 +152,7 @@ namespace Minigames.DivingForPictures
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}
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}
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Debug.Log($"[ObstacleSpawner] Paused with {_activeObstacles.Count} active obstacles");
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Logging.Debug($"[ObstacleSpawner] Paused with {_activeObstacles.Count} active obstacles");
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}
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/// <summary>
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@@ -182,7 +183,7 @@ namespace Minigames.DivingForPictures
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}
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}
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Debug.Log($"[ObstacleSpawner] Resumed with {_activeObstacles.Count} active obstacles");
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Logging.Debug($"[ObstacleSpawner] Resumed with {_activeObstacles.Count} active obstacles");
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}
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/// <summary>
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@@ -232,14 +233,14 @@ namespace Minigames.DivingForPictures
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// Check if the prefab has a FloatingObstacle component
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if (obstaclePrefabs[i].GetComponent<FloatingObstacle>() == null)
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{
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Debug.LogWarning($"Obstacle prefab {obstaclePrefabs[i].name} does not have a FloatingObstacle component. Adding one automatically.");
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Logging.Warning($"Obstacle prefab {obstaclePrefabs[i].name} does not have a FloatingObstacle component. Adding one automatically.");
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obstaclePrefabs[i].AddComponent<FloatingObstacle>();
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}
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// Ensure the prefab is on the correct layer (using configurable obstacleLayer)
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if (obstaclePrefabs[i].layer != _devSettings.ObstacleLayer)
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{
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Debug.LogWarning($"Obstacle prefab {obstaclePrefabs[i].name} is not on the configured obstacle layer ({_devSettings.ObstacleLayer}). Setting layer automatically.");
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Logging.Warning($"Obstacle prefab {obstaclePrefabs[i].name} is not on the configured obstacle layer ({_devSettings.ObstacleLayer}). Setting layer automatically.");
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SetLayerRecursively(obstaclePrefabs[i], _devSettings.ObstacleLayer);
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}
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}
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@@ -319,7 +320,7 @@ namespace Minigames.DivingForPictures
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// Calculate spawn range based on 80% of screen width (40% on each side from center)
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_spawnRangeX = (screenWidth * 0.8f) / 2f;
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Debug.Log($"[ObstacleSpawner] Screen calculated - Width: {screenWidth:F2}, Bottom: {_screenBottom:F2}, Spawn Range X: ±{_spawnRangeX:F2}");
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Logging.Debug($"[ObstacleSpawner] Screen calculated - Width: {screenWidth:F2}, Bottom: {_screenBottom:F2}, Spawn Range X: ±{_spawnRangeX:F2}");
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}
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/// <summary>
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@@ -330,7 +331,7 @@ namespace Minigames.DivingForPictures
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if (_spawnCoroutine == null)
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{
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_spawnCoroutine = StartCoroutine(SpawnObstaclesCoroutine());
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Debug.Log("[ObstacleSpawner] Started spawning obstacles");
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Logging.Debug("[ObstacleSpawner] Started spawning obstacles");
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}
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}
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@@ -343,7 +344,7 @@ namespace Minigames.DivingForPictures
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{
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StopCoroutine(_spawnCoroutine);
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_spawnCoroutine = null;
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Debug.Log("[ObstacleSpawner] Stopped spawning obstacles");
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Logging.Debug("[ObstacleSpawner] Stopped spawning obstacles");
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}
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}
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@@ -375,15 +376,15 @@ namespace Minigames.DivingForPictures
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// Don't spawn new obstacles when surfacing
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if (_isSurfacing)
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{
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Debug.Log("[ObstacleSpawner] Skipping obstacle spawn - currently surfacing");
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Logging.Debug("[ObstacleSpawner] Skipping obstacle spawn - currently surfacing");
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return;
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}
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Debug.Log($"[ObstacleSpawner] TrySpawnObstacle called at {Time.time:F2}");
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Logging.Debug($"[ObstacleSpawner] TrySpawnObstacle called at {Time.time:F2}");
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if (obstaclePrefabs == null || obstaclePrefabs.Count == 0)
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{
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Debug.LogWarning("[ObstacleSpawner] No obstacle prefabs available for spawning!");
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Logging.Warning("[ObstacleSpawner] No obstacle prefabs available for spawning!");
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return;
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}
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@@ -397,20 +398,20 @@ namespace Minigames.DivingForPictures
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if (IsValidSpawnPosition(spawnPosition))
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{
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Debug.Log($"[ObstacleSpawner] Found valid position at {spawnPosition} after {attempts + 1} attempts");
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Logging.Debug($"[ObstacleSpawner] Found valid position at {spawnPosition} after {attempts + 1} attempts");
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SpawnObstacleAt(spawnPosition);
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foundValidPosition = true;
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break;
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}
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else
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{
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Debug.Log($"[ObstacleSpawner] Position {spawnPosition} invalid (attempt {attempts + 1}/{_settings.ObstacleMaxSpawnAttempts})");
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Logging.Debug($"[ObstacleSpawner] Position {spawnPosition} invalid (attempt {attempts + 1}/{_settings.ObstacleMaxSpawnAttempts})");
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}
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}
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if (!foundValidPosition)
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{
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Debug.LogWarning($"[ObstacleSpawner] SPAWN MISSED: Could not find valid spawn position after {_settings.ObstacleMaxSpawnAttempts} attempts at {Time.time:F2}");
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Logging.Warning($"[ObstacleSpawner] SPAWN MISSED: Could not find valid spawn position after {_settings.ObstacleMaxSpawnAttempts} attempts at {Time.time:F2}");
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}
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}
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@@ -443,7 +444,7 @@ namespace Minigames.DivingForPictures
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/// </summary>
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private void SpawnObstacleAt(Vector3 position)
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{
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Debug.Log($"[ObstacleSpawner] SpawnObstacleAt called for position {position}");
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Logging.Debug($"[ObstacleSpawner] SpawnObstacleAt called for position {position}");
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// Select random prefab
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int prefabIndex = Random.Range(0, obstaclePrefabs.Count);
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@@ -460,7 +461,7 @@ namespace Minigames.DivingForPictures
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// Spawn using pool or instantiate directly
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if (_devSettings.ObstacleUseObjectPooling && _obstaclePool != null)
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{
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Debug.Log($"[ObstacleSpawner] Requesting obstacle from pool (prefab index {prefabIndex})");
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Logging.Debug($"[ObstacleSpawner] Requesting obstacle from pool (prefab index {prefabIndex})");
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obstacle = _obstaclePool.GetObstacle(prefabIndex);
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if (obstacle == null)
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{
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@@ -473,12 +474,12 @@ namespace Minigames.DivingForPictures
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obstacle.transform.rotation = prefab.transform.rotation;
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obstacle.transform.SetParent(transform);
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Debug.Log($"[ObstacleSpawner] Got obstacle {obstacle.name} from pool, active state: {obstacle.activeInHierarchy}");
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Logging.Debug($"[ObstacleSpawner] Got obstacle {obstacle.name} from pool, active state: {obstacle.activeInHierarchy}");
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// ENHANCED FORCE ACTIVATION - more robust approach
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if (!obstacle.activeInHierarchy)
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{
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Debug.LogWarning($"[ObstacleSpawner] Pool returned inactive object {obstacle.name}, force activating!");
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Logging.Warning($"[ObstacleSpawner] Pool returned inactive object {obstacle.name}, force activating!");
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// Configure obstacle BEFORE activation
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ConfigureObstacle(obstacle, prefabIndex);
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@@ -500,7 +501,7 @@ namespace Minigames.DivingForPictures
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}
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}
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Debug.Log($"[ObstacleSpawner] After force activation, {obstacle.name} active state: {obstacle.activeInHierarchy}");
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Logging.Debug($"[ObstacleSpawner] After force activation, {obstacle.name} active state: {obstacle.activeInHierarchy}");
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}
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else
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{
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@@ -510,7 +511,7 @@ namespace Minigames.DivingForPictures
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}
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else
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{
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Debug.Log($"[ObstacleSpawner] Instantiating new obstacle (pooling disabled)");
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Logging.Debug($"[ObstacleSpawner] Instantiating new obstacle (pooling disabled)");
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obstacle = Instantiate(prefab, position, prefab.transform.rotation, transform);
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// Configure the newly instantiated obstacle
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@@ -521,16 +522,16 @@ namespace Minigames.DivingForPictures
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_obstacleCounter++;
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string oldName = obstacle.name;
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obstacle.name = $"Obstacle{_obstacleCounter:D3}";
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Debug.Log($"[ObstacleSpawner] Renamed obstacle from '{oldName}' to '{obstacle.name}', active state: {obstacle.activeInHierarchy}");
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Logging.Debug($"[ObstacleSpawner] Renamed obstacle from '{oldName}' to '{obstacle.name}', active state: {obstacle.activeInHierarchy}");
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// Track active obstacles
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_activeObstacles.Add(obstacle);
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// Invoke events
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onObstacleSpawned?.Invoke(obstacle);
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Debug.Log($"[ObstacleSpawner] After events, obstacle {obstacle.name} active state: {obstacle.activeInHierarchy}");
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Logging.Debug($"[ObstacleSpawner] After events, obstacle {obstacle.name} active state: {obstacle.activeInHierarchy}");
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Debug.Log($"[ObstacleSpawner] Successfully spawned obstacle {obstacle.name} at {position}. Active count: {_activeObstacles.Count}, Final active state: {obstacle.activeInHierarchy}");
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Logging.Debug($"[ObstacleSpawner] Successfully spawned obstacle {obstacle.name} at {position}. Active count: {_activeObstacles.Count}, Final active state: {obstacle.activeInHierarchy}");
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}
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/// <summary>
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@@ -567,7 +568,7 @@ namespace Minigames.DivingForPictures
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{
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if (obstacle == null) return;
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Debug.Log($"[ObstacleSpawner] ReturnObstacleToPool called for {obstacle.name}, active state: {obstacle.activeInHierarchy}");
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Logging.Debug($"[ObstacleSpawner] ReturnObstacleToPool called for {obstacle.name}, active state: {obstacle.activeInHierarchy}");
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|
||||
// Remove from active list
|
||||
_activeObstacles.Remove(obstacle);
|
||||
@@ -578,12 +579,12 @@ namespace Minigames.DivingForPictures
|
||||
// Return to pool or destroy
|
||||
if (_devSettings.ObstacleUseObjectPooling && _obstaclePool != null)
|
||||
{
|
||||
Debug.Log($"[ObstacleSpawner] Returning {obstacle.name} to pool");
|
||||
Logging.Debug($"[ObstacleSpawner] Returning {obstacle.name} to pool");
|
||||
_obstaclePool.ReturnObstacle(obstacle, prefabIndex);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"[ObstacleSpawner] Destroying {obstacle.name} (pooling disabled)");
|
||||
Logging.Debug($"[ObstacleSpawner] Destroying {obstacle.name} (pooling disabled)");
|
||||
Destroy(obstacle);
|
||||
}
|
||||
}
|
||||
@@ -595,7 +596,7 @@ namespace Minigames.DivingForPictures
|
||||
{
|
||||
// This method can no longer directly modify the settings
|
||||
// Consider implementing a runtime settings override system if needed
|
||||
Debug.LogWarning("[ObstacleSpawner] SetSpawnInterval no longer modifies settings directly. Settings are now centralized.");
|
||||
Logging.Warning("[ObstacleSpawner] SetSpawnInterval no longer modifies settings directly. Settings are now centralized.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -605,7 +606,7 @@ namespace Minigames.DivingForPictures
|
||||
{
|
||||
// This method can no longer directly modify the settings
|
||||
// Consider implementing a runtime settings override system if needed
|
||||
Debug.LogWarning("[ObstacleSpawner] SetSpeedRange no longer modifies settings directly. Settings are now centralized.");
|
||||
Logging.Warning("[ObstacleSpawner] SetSpeedRange no longer modifies settings directly. Settings are now centralized.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -636,7 +637,7 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log($"[ObstacleSpawner] Velocity factor updated to {_velocityFactor:F2}, propagated to {_activeObstacles.Count} active obstacles");
|
||||
Logging.Debug($"[ObstacleSpawner] Velocity factor updated to {_velocityFactor:F2}, propagated to {_activeObstacles.Count} active obstacles");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -662,7 +663,7 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log($"[ObstacleSpawner] Started surfacing mode for {_activeObstacles.Count} active obstacles");
|
||||
Logging.Debug($"[ObstacleSpawner] Started surfacing mode for {_activeObstacles.Count} active obstacles");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -675,7 +676,7 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private IEnumerator SpawnObstacleRoutine()
|
||||
{
|
||||
Debug.Log("[ObstacleSpawner] Started spawning coroutine");
|
||||
Logging.Debug("[ObstacleSpawner] Started spawning coroutine");
|
||||
|
||||
while (enabled && gameObject.activeInHierarchy && !_isPaused && !_isSurfacing)
|
||||
{
|
||||
@@ -694,7 +695,7 @@ namespace Minigames.DivingForPictures
|
||||
// Clear coroutine reference when stopped
|
||||
_spawnCoroutine = null;
|
||||
|
||||
Debug.Log("[ObstacleSpawner] Spawning coroutine ended");
|
||||
Logging.Debug("[ObstacleSpawner] Spawning coroutine ended");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -704,7 +705,7 @@ namespace Minigames.DivingForPictures
|
||||
/// </summary>
|
||||
private IEnumerator MoveObstaclesRoutine()
|
||||
{
|
||||
Debug.Log("[ObstacleSpawner] Started obstacle monitoring coroutine");
|
||||
Logging.Debug("[ObstacleSpawner] Started obstacle monitoring coroutine");
|
||||
|
||||
// This coroutine now just monitors obstacles, not moves them
|
||||
while (enabled && gameObject.activeInHierarchy && !_isPaused)
|
||||
@@ -718,7 +719,7 @@ namespace Minigames.DivingForPictures
|
||||
// Clear coroutine reference when stopped
|
||||
_moveCoroutine = null;
|
||||
|
||||
Debug.Log("[ObstacleSpawner] Obstacle monitoring coroutine ended");
|
||||
Logging.Debug("[ObstacleSpawner] Obstacle monitoring coroutine ended");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -727,7 +728,7 @@ namespace Minigames.DivingForPictures
|
||||
private IEnumerator DespawnObstaclesRoutine()
|
||||
{
|
||||
const float checkInterval = 0.5f; // Check every half second
|
||||
Debug.Log("[ObstacleSpawner] Started despawn coroutine with interval: " + checkInterval);
|
||||
Logging.Debug("[ObstacleSpawner] Started despawn coroutine with interval: " + checkInterval);
|
||||
|
||||
while (enabled && gameObject.activeInHierarchy && !_isPaused)
|
||||
{
|
||||
@@ -808,7 +809,7 @@ namespace Minigames.DivingForPictures
|
||||
// Clear coroutine reference when stopped
|
||||
_despawnCoroutine = null;
|
||||
|
||||
Debug.Log("[ObstacleSpawner] Despawn coroutine ended");
|
||||
Logging.Debug("[ObstacleSpawner] Despawn coroutine ended");
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
|
||||
Reference in New Issue
Block a user