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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namespace Minigames.DivingForPictures
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{
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@@ -32,7 +33,7 @@ namespace Minigames.DivingForPictures
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if (obstacle.gameObject.layer != _devSettings.ObstacleLayer)
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{
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// If not on the obstacle layer, don't process the collision
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Debug.Log($"[ObstacleCollision] Ignored collision with object on layer {obstacle.gameObject.layer} (expected {_devSettings.ObstacleLayer})");
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Logging.Debug($"[ObstacleCollision] Ignored collision with object on layer {obstacle.gameObject.layer} (expected {_devSettings.ObstacleLayer})");
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return;
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}
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@@ -43,7 +44,7 @@ namespace Minigames.DivingForPictures
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obstacleComponent.MarkDamageDealt();
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}
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Debug.Log($"[ObstacleCollision] Player hit by obstacle {obstacle.gameObject.name}");
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Logging.Debug($"[ObstacleCollision] Player hit by obstacle {obstacle.gameObject.name}");
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}
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/// <summary>
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@@ -51,7 +52,7 @@ namespace Minigames.DivingForPictures
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/// </summary>
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private void HandleImmunityStarted()
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{
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Debug.Log($"[ObstacleCollision] Damage immunity started for {_gameSettings.DamageImmunityDuration} seconds");
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Logging.Debug($"[ObstacleCollision] Damage immunity started for {_gameSettings.DamageImmunityDuration} seconds");
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// Don't block input for obstacle damage - let player keep moving
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// The shared immunity system will handle the collision prevention
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@@ -62,7 +63,7 @@ namespace Minigames.DivingForPictures
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/// </summary>
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private void HandleImmunityEnded()
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{
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Debug.Log($"[ObstacleCollision] Damage immunity ended");
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Logging.Debug($"[ObstacleCollision] Damage immunity ended");
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// No special handling needed - shared immunity system handles collider re-enabling
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}
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}
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