Strip debug logging from the game, fix screen weirdness
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@@ -7,6 +7,7 @@ using Pooling;
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using AppleHills.Core.Settings;
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using Utils;
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using AppleHills.Core.Interfaces;
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using Core;
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namespace Minigames.DivingForPictures
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{
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@@ -158,7 +159,7 @@ namespace Minigames.DivingForPictures
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// Check if the prefab has a Tile component
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if (tilePrefabs[i].GetComponent<Tile>() == null)
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{
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Debug.LogWarning($"Prefab {tilePrefabs[i].name} does not have a Tile component. Adding one automatically.");
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Logging.Warning($"Prefab {tilePrefabs[i].name} does not have a Tile component. Adding one automatically.");
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// Add the Tile component if it doesn't exist
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tilePrefabs[i].AddComponent<Tile>();
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}
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@@ -220,7 +221,7 @@ namespace Minigames.DivingForPictures
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_speedRampingCoroutine = null;
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}
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Debug.Log("[TrenchTileSpawner] Paused");
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Logging.Debug("[TrenchTileSpawner] Paused");
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}
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/// <summary>
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@@ -238,7 +239,7 @@ namespace Minigames.DivingForPictures
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StartTileSpawningCoroutine();
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StartSpeedRampingCoroutine();
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Debug.Log("[TrenchTileSpawner] Resumed");
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Logging.Debug("[TrenchTileSpawner] Resumed");
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}
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/// <summary>
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@@ -264,7 +265,7 @@ namespace Minigames.DivingForPictures
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StartTileSpawningCoroutine();
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StartSpeedRampingCoroutine();
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Debug.Log("[TrenchTileSpawner] Initialized with normalized speed");
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Logging.Debug("[TrenchTileSpawner] Initialized with normalized speed");
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}
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/// <summary>
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@@ -327,7 +328,7 @@ namespace Minigames.DivingForPictures
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{
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// Fallback in case no renderer is found
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_tileHeights[prefab] = DefaultTileHeight;
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Debug.LogWarning($"No renderer found in prefab {prefab.name}. Using default height of {DefaultTileHeight}.");
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Logging.Warning($"No renderer found in prefab {prefab.name}. Using default height of {DefaultTileHeight}.");
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}
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}
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}
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@@ -449,7 +450,7 @@ namespace Minigames.DivingForPictures
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// Calculate normalization factor based on screen height
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_screenNormalizationFactor = Screen.height / referenceHeight;
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Debug.Log($"[TrenchTileSpawner] Screen normalization factor: {_screenNormalizationFactor} (Screen height: {Screen.height}, Reference: {referenceHeight})");
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Logging.Debug($"[TrenchTileSpawner] Screen normalization factor: {_screenNormalizationFactor} (Screen height: {Screen.height}, Reference: {referenceHeight})");
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}
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/// <summary>
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@@ -466,7 +467,7 @@ namespace Minigames.DivingForPictures
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// Recalculate velocity immediately
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CalculateVelocity();
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Debug.Log($"[TrenchTileSpawner] Velocity factor updated to {_velocityFactor:F2}, moveSpeed: {_baseMoveSpeed:F2}");
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Logging.Debug($"[TrenchTileSpawner] Velocity factor updated to {_velocityFactor:F2}, moveSpeed: {_baseMoveSpeed:F2}");
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}
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/// <summary>
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@@ -482,7 +483,7 @@ namespace Minigames.DivingForPictures
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// Reverse the active tiles array to maintain consistent indexing logic
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_activeTiles.Reverse();
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Debug.Log("[TrenchTileSpawner] Started surfacing - reversed array order");
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Logging.Debug("[TrenchTileSpawner] Started surfacing - reversed array order");
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}
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/// <summary>
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@@ -509,7 +510,7 @@ namespace Minigames.DivingForPictures
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/// </summary>
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private IEnumerator MoveActiveTilesRoutine()
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{
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Debug.Log($"[TrenchTileSpawner] Started movement coroutine with normalized speed: {_baseMoveSpeed:F3}");
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Logging.Debug($"[TrenchTileSpawner] Started movement coroutine with normalized speed: {_baseMoveSpeed:F3}");
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while (enabled && gameObject.activeInHierarchy && !_isPaused)
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{
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@@ -550,7 +551,7 @@ namespace Minigames.DivingForPictures
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private IEnumerator TileDestructionRoutine()
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{
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const float checkInterval = 0.5f; // Check every half second
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Debug.Log($"[TrenchTileSpawner] Started tile destruction coroutine with interval: {checkInterval}s");
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Logging.Debug($"[TrenchTileSpawner] Started tile destruction coroutine with interval: {checkInterval}s");
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while (enabled && gameObject.activeInHierarchy && !_isPaused)
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{
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@@ -618,7 +619,7 @@ namespace Minigames.DivingForPictures
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private IEnumerator TileSpawningRoutine()
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{
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const float checkInterval = 0.2f; // Check every fifth of a second
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Debug.Log($"[TrenchTileSpawner] Started tile spawning coroutine with interval: {checkInterval}s");
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Logging.Debug($"[TrenchTileSpawner] Started tile spawning coroutine with interval: {checkInterval}s");
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while (enabled && gameObject.activeInHierarchy && !_isPaused && !_stopSpawning)
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{
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@@ -711,7 +712,7 @@ namespace Minigames.DivingForPictures
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private IEnumerator SpeedRampingRoutine()
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{
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const float checkInterval = 1.0f; // Check once per second
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Debug.Log($"[TrenchTileSpawner] Started speed ramping coroutine with interval: {checkInterval}s");
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Logging.Debug($"[TrenchTileSpawner] Started speed ramping coroutine with interval: {checkInterval}s");
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while (enabled && gameObject.activeInHierarchy && !_isPaused)
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{
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@@ -887,7 +888,7 @@ namespace Minigames.DivingForPictures
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_activeTiles.Add(tile);
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_tileLastUsed[prefabIndex] = _spawnCounter++;
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_currentDepth++;
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Debug.Log($"[TrenchTileSpawner] Current Depth: {_currentDepth}");
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Logging.Debug($"[TrenchTileSpawner] Current Depth: {_currentDepth}");
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onTileSpawned?.Invoke(tile);
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// --- FLOATING AREA STATE MANAGEMENT ---
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@@ -949,7 +950,7 @@ namespace Minigames.DivingForPictures
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}
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_activeTiles.Add(tile);
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_currentDepth++;
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Debug.Log($"[TrenchTileSpawner] Current Depth: {_currentDepth}");
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Logging.Debug($"[TrenchTileSpawner] Current Depth: {_currentDepth}");
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onTileSpawned?.Invoke(tile);
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// Optionally update floating area state if needed
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Tile spawnedTile = tile.GetComponent<Tile>();
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@@ -1035,7 +1036,7 @@ namespace Minigames.DivingForPictures
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{
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if (tile == null)
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{
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Debug.LogWarning("Attempted to get height of null tile!");
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Logging.Warning("Attempted to get height of null tile!");
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return DefaultTileHeight;
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}
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@@ -1171,7 +1172,7 @@ namespace Minigames.DivingForPictures
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private IEnumerator TileDestructionCoroutine()
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{
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const float checkInterval = 0.5f; // Check every half second as requested
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Debug.Log($"[TrenchTileSpawner] Started tile destruction coroutine with interval: {checkInterval}s");
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Logging.Debug($"[TrenchTileSpawner] Started tile destruction coroutine with interval: {checkInterval}s");
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while (enabled && gameObject.activeInHierarchy)
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{
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@@ -1248,7 +1249,7 @@ namespace Minigames.DivingForPictures
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private IEnumerator TileSpawningCoroutine()
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{
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const float checkInterval = 0.2f; // Check every half second as requested
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Debug.Log($"[TrenchTileSpawner] Started tile spawning coroutine with interval: {checkInterval}s");
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Logging.Debug($"[TrenchTileSpawner] Started tile spawning coroutine with interval: {checkInterval}s");
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while (enabled && gameObject.activeInHierarchy)
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{
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