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