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 System.Collections.Generic;
using Core;
using UnityEngine;
namespace Pooling
@@ -35,7 +36,7 @@ namespace Pooling
CreateNew();
}
Debug.Log($"[{GetType().Name}] Initialized with {initialPoolSize} objects");
Logging.Debug($"[{GetType().Name}] Initialized with {initialPoolSize} objects");
}
/// <summary>
@@ -128,7 +129,7 @@ namespace Pooling
/// </summary>
public virtual void LogPoolStats()
{
Debug.Log($"[{GetType().Name}] Pooled objects: {pooledObjects.Count}/{maxPoolSize} (Created: {totalCreated}, Returned: {totalReturned})");
Logging.Debug($"[{GetType().Name}] Pooled objects: {pooledObjects.Count}/{maxPoolSize} (Created: {totalCreated}, Returned: {totalReturned})");
}
#if UNITY_EDITOR

View File

@@ -1,4 +1,5 @@
using System.Collections.Generic;
using Core;
using UnityEngine;
namespace Pooling
@@ -58,7 +59,7 @@ namespace Pooling
}
}
Debug.Log($"[{GetType().Name}] Initialized with {prefabs.Count} prefab types");
Logging.Debug($"[{GetType().Name}] Initialized with {prefabs.Count} prefab types");
}
/// <summary>
@@ -115,7 +116,7 @@ namespace Pooling
// Try to get a valid object from the pool, cleaning up any destroyed objects
if (pooledObjects.ContainsKey(prefabIndex) && pooledObjects[prefabIndex].Count > 0)
{
Debug.Log($"[{GetType().Name}] Found {pooledObjects[prefabIndex].Count} objects in pool for prefab index {prefabIndex}");
Logging.Debug($"[{GetType().Name}] Found {pooledObjects[prefabIndex].Count} objects in pool for prefab index {prefabIndex}");
// Keep trying until we find a valid object or the pool is empty
while (pooledObjects[prefabIndex].Count > 0)
@@ -126,20 +127,20 @@ namespace Pooling
// Check if the object is still valid (not destroyed)
if (obj != null && obj.gameObject != null)
{
Debug.Log($"[{GetType().Name}] Retrieved valid object {obj.name} from pool, current active state: {obj.gameObject.activeInHierarchy}");
Logging.Debug($"[{GetType().Name}] Retrieved valid object {obj.name} from pool, current active state: {obj.gameObject.activeInHierarchy}");
break; // Found a valid object
}
else
{
// Object was destroyed, continue looking
Debug.LogWarning($"[{GetType().Name}] Found destroyed object in pool, removing it");
Logging.Warning($"[{GetType().Name}] Found destroyed object in pool, removing it");
obj = null;
}
}
}
else
{
Debug.Log($"[{GetType().Name}] No objects in pool for prefab index {prefabIndex}, creating new one");
Logging.Debug($"[{GetType().Name}] No objects in pool for prefab index {prefabIndex}, creating new one");
}
// If we couldn't find a valid object in the pool, create a new one
@@ -147,7 +148,7 @@ namespace Pooling
{
T prefab = prefabs[prefabIndex];
obj = Instantiate(prefab, transform);
Debug.Log($"[{GetType().Name}] Created new object {obj.name} from prefab, active state: {obj.gameObject.activeInHierarchy}");
Logging.Debug($"[{GetType().Name}] Created new object {obj.name} from prefab, active state: {obj.gameObject.activeInHierarchy}");
}
// Ensure the object is valid before proceeding
@@ -161,22 +162,22 @@ namespace Pooling
// This prevents off-screen checks from triggering during spawn process
Vector3 originalPosition = obj.transform.position;
obj.transform.position = new Vector3(0f, -1000f, 0f);
Debug.Log($"[{GetType().Name}] Moved object {obj.name} from {originalPosition} to safe position before activation");
Logging.Debug($"[{GetType().Name}] Moved object {obj.name} from {originalPosition} to safe position before activation");
Debug.Log($"[{GetType().Name}] About to activate object {obj.name}, current state: {obj.gameObject.activeInHierarchy}");
Logging.Debug($"[{GetType().Name}] About to activate object {obj.name}, current state: {obj.gameObject.activeInHierarchy}");
obj.gameObject.SetActive(true);
Debug.Log($"[{GetType().Name}] After SetActive(true), object {obj.name} state: {obj.gameObject.activeInHierarchy}");
Logging.Debug($"[{GetType().Name}] After SetActive(true), object {obj.name} state: {obj.gameObject.activeInHierarchy}");
// Call OnSpawn for IPoolable components
IPoolable poolable = obj.GetComponent<IPoolable>();
if (poolable != null)
{
Debug.Log($"[{GetType().Name}] Calling OnSpawn for object {obj.name}");
Logging.Debug($"[{GetType().Name}] Calling OnSpawn for object {obj.name}");
poolable.OnSpawn();
Debug.Log($"[{GetType().Name}] After OnSpawn, object {obj.name} state: {obj.gameObject.activeInHierarchy}");
Logging.Debug($"[{GetType().Name}] After OnSpawn, object {obj.name} state: {obj.gameObject.activeInHierarchy}");
}
Debug.Log($"[{GetType().Name}] Returning object {obj.name} with final state: {obj.gameObject.activeInHierarchy}");
Logging.Debug($"[{GetType().Name}] Returning object {obj.name} with final state: {obj.gameObject.activeInHierarchy}");
return obj;
}
@@ -297,7 +298,7 @@ namespace Pooling
/// </summary>
public virtual void LogPoolStats()
{
Debug.Log($"[{GetType().Name}] Total pooled objects: {totalPooledCount}/{totalMaxPoolSize}");
Logging.Debug($"[{GetType().Name}] Total pooled objects: {totalPooledCount}/{totalMaxPoolSize}");
string prefabDetails = "";
int index = 0;
@@ -318,7 +319,7 @@ namespace Pooling
}
}
Debug.Log($"[{GetType().Name}] Pool details:{prefabDetails}");
Logging.Debug($"[{GetType().Name}] Pool details:{prefabDetails}");
}
#if UNITY_EDITOR