Strip debug logging from the game, fix screen weirdness
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@@ -1,6 +1,7 @@
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using UnityEngine;
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using System.Collections;
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using AppleHills.Core.Settings;
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using Core;
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namespace Minigames.DivingForPictures
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{
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@@ -19,7 +20,7 @@ namespace Minigames.DivingForPictures
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if (obstacle.gameObject.layer != _devSettings.TrenchTileLayer)
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{
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// If not on the trench tile layer, don't process the collision
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Debug.Log($"[TileBumpCollision] Ignored collision with object on layer {obstacle.gameObject.layer} (expected {_devSettings.TrenchTileLayer})");
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Logging.Debug($"[TileBumpCollision] Ignored collision with object on layer {obstacle.gameObject.layer} (expected {_devSettings.TrenchTileLayer})");
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return;
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}
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@@ -35,7 +36,7 @@ namespace Minigames.DivingForPictures
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break;
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}
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Debug.Log($"[TileBumpCollision] Collision handled with {_devSettings.BumpMode} mode");
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Logging.Debug($"[TileBumpCollision] Collision handled with {_devSettings.BumpMode} mode");
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}
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/// <summary>
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@@ -64,7 +65,7 @@ namespace Minigames.DivingForPictures
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StartBump(currentX, targetX, bumpDuration);
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Debug.Log($"[TileBumpCollision] Starting impulse bump from X={currentX} to X={targetX} (force={_gameSettings.BumpForce})");
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Logging.Debug($"[TileBumpCollision] Starting impulse bump from X={currentX} to X={targetX} (force={_gameSettings.BumpForce})");
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}
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/// <summary>
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@@ -82,7 +83,7 @@ namespace Minigames.DivingForPictures
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StartBump(currentX, targetX, bumpDuration);
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Debug.Log($"[TileBumpCollision] Starting smooth move to center from X={currentX} (speed={_gameSettings.SmoothMoveSpeed}, duration={bumpDuration:F2}s)");
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Logging.Debug($"[TileBumpCollision] Starting smooth move to center from X={currentX} (speed={_gameSettings.SmoothMoveSpeed}, duration={bumpDuration:F2}s)");
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}
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/// <summary>
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@@ -144,7 +145,7 @@ namespace Minigames.DivingForPictures
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_isBumping = false;
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_bumpCoroutine = null;
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Debug.Log("[TileBumpCollision] Bump movement completed");
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Logging.Debug("[TileBumpCollision] Bump movement completed");
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}
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}
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}
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