Strip debug logging from the game, fix screen weirdness
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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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