Strip debug logging from the game, fix screen weirdness
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@@ -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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