[UI] UI 컴포넌트 디버그 로그 제거

AbnormalityListUI, AbnormalitySlotUI, PlayerHUD, SkillSlotUI에서 불필요한 디버그 로그 제거

Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-opencode)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
2026-03-12 03:00:12 +09:00
parent 2f90e8e354
commit 2079e1b232
4 changed files with 6 additions and 76 deletions

View File

@@ -42,8 +42,6 @@ namespace Colosseum.UI
private void Start()
{
Debug.Log("[AbnormalityListUI] Start() called");
if (autoFindPlayer)
{
// 로컬 플레이어 찾기
@@ -52,10 +50,6 @@ namespace Colosseum.UI
// 슬롯 풀 초기화
InitializeSlotPool();
Debug.Log($"[AbnormalityListUI] slotPrefab: {(slotPrefab != null ? slotPrefab.name : "NULL")}");
Debug.Log($"[AbnormalityListUI] buffContainer: {(buffContainer != null ? buffContainer.name : "NULL")}");
Debug.Log($"[AbnormalityListUI] debuffContainer: {(debuffContainer != null ? debuffContainer.name : "NULL")}");
}
private void OnDestroy()
@@ -90,17 +84,14 @@ namespace Colosseum.UI
private void FindLocalPlayer()
{
var playerObjects = FindObjectsByType<AbnormalityManager>(FindObjectsSortMode.None);
Debug.Log($"[AbnormalityListUI] Found {playerObjects.Length} AbnormalityManager(s)");
foreach (var manager in playerObjects)
{
// 네트워크 오브젝트인 경우 로컬 플레이어 확인
if (manager.TryGetComponent<Unity.Netcode.NetworkObject>(out var netObj))
{
Debug.Log($"[AbnormalityListUI] Checking {manager.gameObject.name}, IsOwner: {netObj.IsOwner}");
if (netObj.IsOwner)
{
Debug.Log($"[AbnormalityListUI] Setting target to local player: {manager.gameObject.name}");
SetTarget(manager);
return;
}
@@ -111,13 +102,8 @@ namespace Colosseum.UI
// 첫 번째 플레이어 사용 (싱글플레이어용)
if (playerObjects.Length > 0)
{
Debug.Log($"[AbnormalityListUI] No local player found, using first manager: {playerObjects[0].gameObject.name}");
SetTarget(playerObjects[0]);
}
else
{
Debug.LogWarning("[AbnormalityListUI] No AbnormalityManager found!");
}
}
/// <summary>
@@ -126,8 +112,6 @@ namespace Colosseum.UI
/// <param name="manager">추적할 AbnormalityManager</param>
public void SetTarget(AbnormalityManager manager)
{
Debug.Log($"[AbnormalityListUI] SetTarget called with: {(manager != null ? manager.gameObject.name : "null")}");
// 기존 구독 해제
if (targetManager != null)
{
@@ -144,7 +128,6 @@ namespace Colosseum.UI
targetManager.OnAbnormalityAdded += OnAbnormalityAdded;
targetManager.OnAbnormalityRemoved += OnAbnormalityRemoved;
targetManager.OnAbnormalitiesChanged += OnAbnormalitiesChanged;
Debug.Log("[AbnormalityListUI] Events subscribed successfully");
}
// 즉시 UI 갱신
@@ -156,11 +139,7 @@ namespace Colosseum.UI
/// </summary>
private void InitializeSlotPool()
{
if (slotPrefab == null)
{
Debug.LogWarning("[AbnormalityListUI] Slot prefab is not assigned");
return;
}
if (slotPrefab == null) return;
// 필요한 만큼 슬롯 미리 생성
for (int i = 0; i < maxSlots; i++)
@@ -219,7 +198,6 @@ namespace Colosseum.UI
/// </summary>
private void OnAbnormalityAdded(ActiveAbnormality abnormality)
{
Debug.Log($"[AbnormalityListUI] OnAbnormalityAdded event received: {abnormality.Data.abnormalityName}");
ForceRefreshUI();
}
@@ -228,7 +206,6 @@ namespace Colosseum.UI
/// </summary>
private void OnAbnormalityRemoved(ActiveAbnormality abnormality)
{
Debug.Log($"[AbnormalityListUI] OnAbnormalityRemoved event received: {abnormality.Data.abnormalityName}");
ForceRefreshUI();
}
@@ -237,7 +214,6 @@ namespace Colosseum.UI
/// </summary>
private void OnAbnormalitiesChanged()
{
Debug.Log("[AbnormalityListUI] OnAbnormalitiesChanged event received");
ForceRefreshUI();
}
@@ -246,11 +222,7 @@ namespace Colosseum.UI
/// </summary>
public void ForceRefreshUI()
{
if (targetManager == null)
{
Debug.LogWarning("[AbnormalityListUI] ForceRefreshUI called but targetManager is null");
return;
}
if (targetManager == null) return;
// 모든 슬롯 반환
foreach (var slot in activeSlots.ToArray())
@@ -262,23 +234,16 @@ namespace Colosseum.UI
// 활성화된 이상 상태 표시
var abnormalities = targetManager.ActiveAbnormalities;
Debug.Log($"[AbnormalityListUI] ForceRefreshUI: {abnormalities.Count} abnormalities found");
foreach (var abnormality in abnormalities)
{
var slot = GetSlot();
if (slot == null)
{
Debug.LogWarning("[AbnormalityListUI] Could not get slot from pool");
continue;
}
if (slot == null) continue;
// 버프/디버프에 따라 적절한 컨테이너에 배치
Transform container = abnormality.Data.isDebuff ? debuffContainer : buffContainer;
if (container == null) container = transform;
Debug.Log($"[AbnormalityListUI] Adding slot for: {abnormality.Data.abnormalityName}, isDebuff: {abnormality.Data.isDebuff}, container: {container.name}");
slot.transform.SetParent(container, false);
slot.Initialize(abnormality);
slot.gameObject.SetActive(true);