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

@@ -1,4 +1,5 @@
using UnityEngine;
using Core;
using UnityEngine;
using Pooling;
namespace Minigames.DivingForPictures
@@ -21,12 +22,12 @@ namespace Minigames.DivingForPictures
FloatingObstacle obstacleComponent = obstacle.GetComponent<FloatingObstacle>();
if (obstacleComponent != null)
{
Debug.Log($"[ObstaclePool] Returning obstacle {obstacle.name} to pool");
Logging.Debug($"[ObstaclePool] Returning obstacle {obstacle.name} to pool");
Return(obstacleComponent, prefabIndex);
}
else
{
Debug.LogWarning($"Attempted to return a GameObject without a FloatingObstacle component: {obstacle.name}");
Logging.Warning($"Attempted to return a GameObject without a FloatingObstacle component: {obstacle.name}");
Destroy(obstacle);
}
}
@@ -38,7 +39,7 @@ namespace Minigames.DivingForPictures
/// <returns>An obstacle instance ready to use</returns>
public GameObject GetObstacle(int prefabIndex)
{
Debug.Log($"[ObstaclePool] GetObstacle called for prefab index {prefabIndex}");
Logging.Debug($"[ObstaclePool] GetObstacle called for prefab index {prefabIndex}");
FloatingObstacle obstacleComponent = Get(prefabIndex);
if (obstacleComponent == null)
@@ -47,7 +48,7 @@ namespace Minigames.DivingForPictures
return null;
}
Debug.Log($"[ObstaclePool] Get() returned obstacle {obstacleComponent.name}, active state: {obstacleComponent.gameObject.activeInHierarchy}");
Logging.Debug($"[ObstaclePool] Get() returned obstacle {obstacleComponent.name}, active state: {obstacleComponent.gameObject.activeInHierarchy}");
return obstacleComponent.gameObject;
}
}