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

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