Strip debug logging from the game, fix screen weirdness
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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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