Strip debug logging from the game, fix screen weirdness
This commit is contained in:
@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using AppleHills.Data.CardSystem;
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using Core;
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using Data.CardSystem;
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using Pixelplacement;
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using UnityEngine;
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@@ -251,7 +252,7 @@ namespace AppleHills.UI.CardSystem
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// Animate card to center of slot using Pixelplacement.Tween
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Tween.LocalPosition(cardUI.transform, Vector3.zero, 0.25f, 0f, Tween.EaseOutBack);
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Debug.Log($"[AlbumViewPage] Placed card '{cardUI.GetCardData().Name}' in album slot");
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Logging.Debug($"[AlbumViewPage] Placed card '{cardUI.GetCardData().Name}' in album slot");
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}
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/// <summary>
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@@ -1,6 +1,7 @@
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using System.Collections;
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using System.Collections.Generic;
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using AppleHills.Data.CardSystem;
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using Core;
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using Data.CardSystem;
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using Pixelplacement;
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using UnityEngine;
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@@ -137,7 +138,7 @@ namespace AppleHills.UI.CardSystem
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}
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else
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{
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Debug.LogWarning("[BoosterOpeningPage] No cards were obtained from the booster pack.");
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Logging.Warning("[BoosterOpeningPage] No cards were obtained from the booster pack.");
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UIPageController.Instance.PopPage();
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}
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}
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@@ -1,5 +1,6 @@
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using System;
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using AppleHills.Data.CardSystem;
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using Core;
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using Data.CardSystem;
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using UnityEngine;
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using UnityEngine.UI;
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@@ -168,7 +169,7 @@ namespace AppleHills.UI.CardSystem
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}
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else
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{
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Debug.Log("[CardAlbumUI] No booster packs available");
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Logging.Debug("[CardAlbumUI] No booster packs available");
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// TODO: Show "no boosters available" message
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}
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}
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@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using AppleHills.Data.CardSystem;
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using Core;
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using Data.CardSystem;
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using Pixelplacement;
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using UnityEngine;
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@@ -136,7 +137,7 @@ namespace AppleHills.UI.CardSystem
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/// </summary>
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private void OnChangeClothesClicked()
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{
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Debug.Log("[CardMenuPage] Change Clothes feature coming soon!");
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Logging.Debug("[CardMenuPage] Change Clothes feature coming soon!");
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// No implementation yet - "Coming soon" feature
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}
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using AppleHills.Data.CardSystem;
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using Core;
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using UnityEngine;
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using TMPro;
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using UnityEngine.UI;
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@@ -37,7 +38,7 @@ namespace AppleHills.UI.CardSystem
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/// </summary>
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public void SetupCard(CardData cardData)
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{
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Debug.Log($"[CardUIElement] Setting up card with data: {cardData}");
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Logging.Debug($"[CardUIElement] Setting up card with data: {cardData}");
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this.cardData = cardData;
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@@ -199,7 +200,7 @@ namespace AppleHills.UI.CardSystem
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public void OnShowAnimation()
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{
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// Stub for card reveal animation
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Debug.Log($"[CardUIElement] Showing card: {cardData?.Name}");
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Logging.Debug($"[CardUIElement] Showing card: {cardData?.Name}");
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// Could add animation code or call Animation Trigger here
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}
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@@ -209,7 +210,7 @@ namespace AppleHills.UI.CardSystem
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public void OnMoveToBackpackAnimation()
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{
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// Stub for animation when card moves to backpack
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Debug.Log($"[CardUIElement] Moving card to backpack: {cardData?.Name}");
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Logging.Debug($"[CardUIElement] Moving card to backpack: {cardData?.Name}");
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// Could add animation code or call Animation Trigger here
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}
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@@ -221,14 +222,14 @@ namespace AppleHills.UI.CardSystem
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{
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if (cardDefinition == null)
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{
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Debug.LogWarning("[CardUIElement] Cannot create card data: No card definition assigned");
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Logging.Warning("[CardUIElement] Cannot create card data: No card definition assigned");
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return;
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}
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cardData = cardDefinition.CreateCardData();
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UpdateCardVisuals();
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Debug.Log($"[CardUIElement] Created card from definition: {cardData.Name}");
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Logging.Debug($"[CardUIElement] Created card from definition: {cardData.Name}");
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}
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#endif
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}
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@@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using Core;
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using UnityEngine;
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namespace AppleHills.UI.CardSystem
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@@ -49,7 +50,7 @@ namespace AppleHills.UI.CardSystem
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page.TransitionIn();
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OnPageChanged?.Invoke(page);
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Debug.Log($"[UIPageController] Pushed page: {page.PageName}");
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Logging.Debug($"[UIPageController] Pushed page: {page.PageName}");
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}
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/// <summary>
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@@ -69,12 +70,12 @@ namespace AppleHills.UI.CardSystem
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UIPage previousPage = _pageStack.Peek();
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previousPage.TransitionIn();
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OnPageChanged?.Invoke(previousPage);
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Debug.Log($"[UIPageController] Popped to previous page: {previousPage.PageName}");
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Logging.Debug($"[UIPageController] Popped to previous page: {previousPage.PageName}");
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}
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else
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{
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OnPageChanged?.Invoke(null);
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Debug.Log("[UIPageController] Popped last page, no pages left in stack");
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Logging.Debug("[UIPageController] Popped last page, no pages left in stack");
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}
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}
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@@ -92,7 +93,7 @@ namespace AppleHills.UI.CardSystem
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// Clear stack
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_pageStack.Clear();
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OnPageChanged?.Invoke(null);
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Debug.Log("[UIPageController] Cleared page stack");
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Logging.Debug("[UIPageController] Cleared page stack");
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}
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/// <summary>
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@@ -146,7 +146,7 @@ namespace UI
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float displayProgress = Mathf.Min(steadyProgress, actualProgress);
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// Log the progress values for debugging
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Debug.Log($"[LoadingScreen] Progress - Default: {steadyProgress:F2}, Actual: {actualProgress:F2}, Display: {displayProgress:F2}");
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Logging.Debug($"[LoadingScreen] Progress - Default: {steadyProgress:F2}, Actual: {actualProgress:F2}, Display: {displayProgress:F2}");
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// Directly set the progress bar fill amount without smoothing
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if (progressBarImage != null)
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@@ -159,7 +159,7 @@ namespace UI
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if (steadyProgress >= 1.0f && displayProgress >= 1.0f)
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{
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_animationComplete = true;
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Debug.Log("[LoadingScreen] Animation complete");
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Logging.Debug("[LoadingScreen] Animation complete");
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break;
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}
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@@ -171,7 +171,7 @@ namespace UI
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if (progressBarImage != null)
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{
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progressBarImage.fillAmount = 1.0f;
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Debug.Log("[LoadingScreen] Final progress set to 1.0");
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Logging.Debug("[LoadingScreen] Final progress set to 1.0");
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}
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// Hide the screen if loading is also complete
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@@ -180,7 +180,7 @@ namespace UI
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if (loadingScreenContainer != null)
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{
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loadingScreenContainer.SetActive(false);
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Debug.Log("[LoadingScreen] Animation AND loading complete, hiding screen");
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Logging.Debug("[LoadingScreen] Animation AND loading complete, hiding screen");
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// Invoke the callback when fully hidden
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_onLoadingScreenFullyHidden?.Invoke();
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@@ -196,7 +196,7 @@ namespace UI
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/// </summary>
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public void HideLoadingScreen()
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{
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Debug.Log("[LoadingScreen] Loading complete, marking loading as finished");
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Logging.Debug("[LoadingScreen] Loading complete, marking loading as finished");
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// Mark that loading is complete
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_loadingComplete = true;
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@@ -207,7 +207,7 @@ namespace UI
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if (loadingScreenContainer != null)
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{
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loadingScreenContainer.SetActive(false);
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Debug.Log("[LoadingScreen] Animation already complete, hiding screen immediately");
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Logging.Debug("[LoadingScreen] Animation already complete, hiding screen immediately");
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// Invoke the callback when fully hidden
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_onLoadingScreenFullyHidden?.Invoke();
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@@ -216,7 +216,7 @@ namespace UI
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}
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else
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{
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Debug.Log("[LoadingScreen] Animation still in progress, waiting for it to complete");
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Logging.Debug("[LoadingScreen] Animation still in progress, waiting for it to complete");
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// The coroutine will handle hiding when animation completes
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}
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}
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@@ -8,7 +8,7 @@ public class MainMenu : MonoBehaviour
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public async void StartGame()
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{
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// Replace with the actual scene name as set in Build Settings
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var progress = new Progress<float>(p => Debug.Log($"Loading progress: {p * 100:F0}%"));
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var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.SwitchSceneAsync("AppleHillsOverworld", progress);
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}
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@@ -86,7 +86,7 @@ namespace UI
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if(!isMainMenu)
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HidePauseMenu(false); // Ensure menu is hidden when switching to a game level
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Debug.Log($"[PauseMenu] Setting pause menu active: {!isMainMenu} for scene: {levelName}");
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Logging.Debug($"[PauseMenu] Setting pause menu active: {!isMainMenu} for scene: {levelName}");
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}
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/// <summary>
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@@ -105,7 +105,7 @@ namespace UI
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InputManager.Instance.SetInputMode(InputMode.UI);
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OnGamePaused?.Invoke();
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Debug.Log("[PauseMenu] Game Paused");
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Logging.Debug("[PauseMenu] Game Paused");
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}
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/// <summary>
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@@ -124,7 +124,7 @@ namespace UI
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InputManager.Instance.SetInputMode(InputMode.GameAndUI);
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OnGameResumed?.Invoke();
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Debug.Log("[PauseMenu] Game Resumed");
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Logging.Debug("[PauseMenu] Game Resumed");
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}
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/// <summary>
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@@ -141,7 +141,7 @@ namespace UI
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public async void ExitToMainMenu()
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{
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// Replace with the actual scene name as set in Build Settings
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var progress = new Progress<float>(p => Debug.Log($"Loading progress: {p * 100:F0}%"));
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var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.SwitchSceneAsync("MainMenu", progress);
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}
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@@ -156,6 +156,12 @@ namespace UI
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Application.Quit();
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#endif
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}
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public async void ReloadLevel()
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{
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var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.ReloadCurrentScene(progress);
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}
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/// <summary>
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/// Loads a level based on the selection from a dropdown menu.
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@@ -168,7 +174,7 @@ namespace UI
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HidePauseMenu();
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// Replace with the actual scene name as set in Build Settings
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var progress = new Progress<float>(p => Debug.Log($"Loading progress: {p * 100:F0}%"));
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var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
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switch (levelSelection)
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{
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case 0:
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