瀏覽代碼

A LOT of begug messages removed

Axel Nordh 7 月之前
父節點
當前提交
81e98c0fc8
共有 93 個文件被更改,包括 984 次插入1439 次删除
  1. 12 5
      Assets/Scenes/MapScene2.unity
  2. 45 0
      Assets/Scenes/TitleScreenScene.unity
  3. 0 1
      Assets/Scripts/BattleFieldMaker/BFMTerrainGenerator.cs
  4. 0 1
      Assets/Scripts/BattleFieldMaker/BattleFieldMaker.cs
  5. 0 16
      Assets/Scripts/BattleFieldMaker/MapCameraController.cs
  6. 0 11
      Assets/Scripts/BattleFieldMaker/MapLegendUI.cs
  7. 1 2
      Assets/Scripts/BattleFieldMaker/TooltipSystem.cs
  8. 6 91
      Assets/Scripts/BattleScene/BattleActionIntegration.cs
  9. 0 41
      Assets/Scripts/BattleScene/BattleActionSystem.cs
  10. 0 5
      Assets/Scripts/BattleScene/BattleActionWheel.cs
  11. 0 33
      Assets/Scripts/BattleScene/BattleItemSelector.cs
  12. 0 41
      Assets/Scripts/BattleScene/BattleSetup.cs
  13. 1 1
      Assets/Scripts/BattleScene/BattleTestMode.cs
  14. 0 2
      Assets/Scripts/BattleScene/BattleUiScript.cs
  15. 0 8
      Assets/Scripts/BattleScene/EnemySelectionUI.cs
  16. 1 18
      Assets/Scripts/BattleScene/EnhancedBattleSetup.cs
  17. 1 1
      Assets/Scripts/BattleScene/EnhancedBattleTestMode.cs
  18. 0 77
      Assets/Scripts/BattleScene/GameManager.cs
  19. 0 65
      Assets/Scripts/BattleScene/PlayerDecisionController .cs
  20. 1 17
      Assets/Scripts/BattleScene/PostBattleLootSystem.cs
  21. 1 9
      Assets/Scripts/BattleScene/SimpleActionWheel.cs
  22. 0 4
      Assets/Scripts/BattleScene/SpellSelectionUI.cs
  23. 0 8
      Assets/Scripts/BattleScene/UIToolkitActionWheel.cs
  24. 0 1
      Assets/Scripts/BattleSetup/BattleSetupMenu.cs
  25. 0 77
      Assets/Scripts/BattleSetup/CombatDataTransfer.cs
  26. 1 11
      Assets/Scripts/BattleSetup/CombatSceneManager.cs
  27. 0 40
      Assets/Scripts/Camera/TeamMarkerCameraController.cs
  28. 0 5
      Assets/Scripts/Characters/HumanCharacter.cs
  29. 1 100
      Assets/Scripts/Debug/BattleSceneDebugHelper.cs
  30. 1 1
      Assets/Scripts/Debug/MapAreaVisualizer.cs
  31. 2 2
      Assets/Scripts/Debug/QuestSystemDebugger.cs
  32. 0 48
      Assets/Scripts/Debug/QuickTravelSystemSetup.cs
  33. 1 1
      Assets/Scripts/Debug/RuntimeQuestCreator.cs
  34. 1 1
      Assets/Scripts/Debug/TravelSystemDebugger.cs
  35. 0 1
      Assets/Scripts/Editor/CreateSampleItems.cs
  36. 0 7
      Assets/Scripts/Editor/EnemyCharacterCreator.cs
  37. 0 3
      Assets/Scripts/Editor/EnemyWeaponMigrationTool.cs
  38. 40 41
      Assets/Scripts/Editor/QuestCreatorHelper.cs
  39. 0 32
      Assets/Scripts/Editor/ShopSystemMigrator.cs
  40. 0 69
      Assets/Scripts/Events/CombatEventIntegration.cs
  41. 0 19
      Assets/Scripts/Events/EnhancedTravelEventSystem.cs
  42. 0 19
      Assets/Scripts/Events/PerceptionEventSystemSetup.cs
  43. 0 4
      Assets/Scripts/Events/SpottableSkeletonPatrol.cs
  44. 1 2
      Assets/Scripts/Events/TravelEventSystem.cs
  45. 1 55
      Assets/Scripts/Events/TravelEventSystemSetup.cs
  46. 1 13
      Assets/Scripts/Events/TravelEventUI.cs
  47. 0 12
      Assets/Scripts/Events/TravelEvents/CombatTravelEvent.cs
  48. 0 8
      Assets/Scripts/MainTeamSelect/MainTeamSelectScript.cs
  49. 31 1
      Assets/Scripts/Managers/QuestManager.cs
  50. 0 5
      Assets/Scripts/Map/MapLocationNaming.cs
  51. 1 1
      Assets/Scripts/Map/QuestMapMarkerManager.cs
  52. 0 3
      Assets/Scripts/Map/QuestMarker.cs
  53. 1 1
      Assets/Scripts/Map/SettlementInteractionCompleteFix.cs
  54. 254 0
      Assets/Scripts/Map/SettlementInteractionDebugger.cs
  55. 0 1
      Assets/Scripts/Map/SimpleTeamPlacement.cs
  56. 1 24
      Assets/Scripts/Map/TeamPerceptionSetup.cs
  57. 1 1
      Assets/Scripts/Map/TeamPerceptionVisualizer.cs
  58. 1 1
      Assets/Scripts/Map/TravelSystemSetup.cs
  59. 10 4
      Assets/Scripts/MapMaker2/Features/RiverGenerator.cs
  60. 4 28
      Assets/Scripts/MapMaker2/Features/RoadGenerator.cs
  61. 49 12
      Assets/Scripts/MapMaker2/Features/SettlementGenerator.cs
  62. 56 79
      Assets/Scripts/MapMaker2/MapMaker2.cs
  63. 3 3
      Assets/Scripts/MapMaker2/MapMaker2Controller.cs
  64. 1 1
      Assets/Scripts/Objects/CharacterCarryCapacity.cs
  65. 7 7
      Assets/Scripts/Town/AdventurersGuild.cs
  66. 5 2
      Assets/Scripts/Town/SettlementContext.cs
  67. 1 1
      Assets/Scripts/UI/ActiveQuestUIDebugger.cs
  68. 1 1
      Assets/Scripts/UI/ClickManager.cs
  69. 1 1
      Assets/Scripts/UI/ClickManagerTest.cs
  70. 20 14
      Assets/Scripts/UI/CombatEventPopupUXML.cs
  71. 289 67
      Assets/Scripts/UI/ItemShopManager.cs
  72. 0 42
      Assets/Scripts/UI/MapScene/ActiveQuestUI.cs
  73. 1 1
      Assets/Scripts/UI/MapScene/MapLegendUI.cs
  74. 1 1
      Assets/Scripts/UI/MapScene/MapLocationNameDisplay.cs
  75. 1 1
      Assets/Scripts/UI/MapScene/MapLocationSystemInitializer.cs
  76. 1 1
      Assets/Scripts/UI/MapScene/MapLocationTestHelper.cs
  77. 28 16
      Assets/Scripts/UI/MapScene/WorldSpaceLocationNames.cs
  78. 1 1
      Assets/Scripts/UI/MapSceneSetup.cs
  79. 1 1
      Assets/Scripts/UI/MapUISetupHelper.cs
  80. 0 15
      Assets/Scripts/UI/SettlementInteractionUI.cs
  81. 0 4
      Assets/Scripts/UI/SettlementUIBridge.cs
  82. 1 1
      Assets/Scripts/UI/ShopSystemSetup.cs
  83. 1 1
      Assets/Scripts/UI/TeamOverviewSetup.cs
  84. 7 4
      Assets/Scripts/UI/TravelUI.cs
  85. 1 1
      Assets/Scripts/Utilities/CombatIntegrationSetup.cs
  86. 0 3
      Assets/Scripts/Utilities/CombatIntegrationTest.cs
  87. 0 6
      Assets/Scripts/Utilities/SampleItemCreator.cs
  88. 0 10
      Assets/Scripts/Weapons/GenericWeapon.cs
  89. 45 0
      Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset
  90. 7 11
      Assets/UI/TownShopUI.uss
  91. 5 5
      Assets/UI/TownShopUI.uxml
  92. 5 5
      UserSettings/EditorUserSettings.asset
  93. 22 22
      UserSettings/Layouts/default-6000.dwlt

+ 12 - 5
Assets/Scenes/MapScene2.unity

@@ -187,8 +187,9 @@ MonoBehaviour:
   explorationInitialVisible: 80
   expansionCooldown: 5
   terrainContinuityChance: 0.7
-  seed: 6666
-  mapVisualizer: {fileID: 0}
+  seed: 1234
+  mapVisualizer: {fileID: 345809423}
+  debugMode: 0
 --- !u!4 &345809425
 Transform:
   m_ObjectHideFlags: 0
@@ -257,6 +258,7 @@ MonoBehaviour:
   uiDocument: {fileID: 591284417}
   travelUIAsset: {fileID: 9197481963319205126, guid: 96f33e5984486024ab0e8e40b263662f, type: 3}
   travelUIStyleSheet: {fileID: 0}
+  debugMode: 0
 --- !u!4 &591284419
 Transform:
   m_ObjectHideFlags: 0
@@ -593,6 +595,7 @@ MonoBehaviour:
   availableShops: []
   generatedShopData: []
   isGenerated: 0
+  debugMode: 0
 --- !u!4 &1079165145
 Transform:
   m_ObjectHideFlags: 0
@@ -653,9 +656,12 @@ MonoBehaviour:
   textSize: 2
   heightOffset: 1
   faceCamera: 1
+  fixedRotation: {x: 90, y: 0, z: 0}
   maxViewDistance: 50
+  sortingLayerName: Default
+  sortingOrder: 2
   useBuiltInTextMesh: 0
-  debugMode: 1
+  debugMode: 0
 --- !u!4 &1141868173
 Transform:
   m_ObjectHideFlags: 0
@@ -743,7 +749,7 @@ MonoBehaviour:
   updatePerceptionInRealTime: 1
   updateInterval: 1
   isVisualizationEnabled: 1
-  showDebugInfo: 1
+  showDebugInfo: 0
 --- !u!1 &1247461679
 GameObject:
   m_ObjectHideFlags: 0
@@ -944,7 +950,7 @@ MonoBehaviour:
   m_EditorClassIdentifier: 
   battleSceneName: BattleScene
   terrainGenerator: {fileID: 0}
-  showDebugLogs: 1
+  showDebugLogs: 0
 --- !u!4 &1312298684
 Transform:
   m_ObjectHideFlags: 0
@@ -1010,6 +1016,7 @@ MonoBehaviour:
   popupStyleSheet: {fileID: 7433441132597879392, guid: ec08bffc7fd7d4f4caf1ea5e3fdf50d8, type: 3}
   animationDuration: 0.3
   backgroundBlurIntensity: 0.5
+  debugMode: 0
 --- !u!114 &1319078989
 MonoBehaviour:
   m_ObjectHideFlags: 0

+ 45 - 0
Assets/Scenes/TitleScreenScene.unity

@@ -194,6 +194,7 @@ GameObject:
   - component: {fileID: 2030722892}
   - component: {fileID: 2030722891}
   - component: {fileID: 2030722890}
+  - component: {fileID: 2030722893}
   m_Layer: 0
   m_Name: Main Camera
   m_TagString: MainCamera
@@ -275,6 +276,50 @@ Transform:
   m_Children: []
   m_Father: {fileID: 0}
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!114 &2030722893
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 2030722889}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: a79441f348de89743a2939f4d699eac1, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  m_RenderShadows: 1
+  m_RequiresDepthTextureOption: 2
+  m_RequiresOpaqueTextureOption: 2
+  m_CameraType: 0
+  m_Cameras: []
+  m_RendererIndex: -1
+  m_VolumeLayerMask:
+    serializedVersion: 2
+    m_Bits: 1
+  m_VolumeTrigger: {fileID: 0}
+  m_VolumeFrameworkUpdateModeOption: 2
+  m_RenderPostProcessing: 0
+  m_Antialiasing: 0
+  m_AntialiasingQuality: 2
+  m_StopNaN: 0
+  m_Dithering: 0
+  m_ClearDepth: 1
+  m_AllowXRRendering: 1
+  m_AllowHDROutput: 1
+  m_UseScreenCoordOverride: 0
+  m_ScreenSizeOverride: {x: 0, y: 0, z: 0, w: 0}
+  m_ScreenCoordScaleBias: {x: 0, y: 0, z: 0, w: 0}
+  m_RequiresDepthTexture: 0
+  m_RequiresColorTexture: 0
+  m_Version: 2
+  m_TaaSettings:
+    m_Quality: 3
+    m_FrameInfluence: 0.1
+    m_JitterScale: 1
+    m_MipBias: 0
+    m_VarianceClampScale: 0.9
+    m_ContrastAdaptiveSharpening: 0
 --- !u!1 &2039182133
 GameObject:
   m_ObjectHideFlags: 0

+ 0 - 1
Assets/Scripts/BattleFieldMaker/BFMTerrainGenerator.cs

@@ -26,7 +26,6 @@ public class BFMTerrainGenerator : MonoBehaviour
         GameObject terrainObject = Terrain.CreateTerrainGameObject(terrainData);
         if (terrainObject == null)
         {
-            Debug.LogError("Failed to create terrain object. Check if the terrain width and height are a power of two (e.g., 128, 256, 512).");
             return null;
         }
         terrainObject.transform.parent = transform;

+ 0 - 1
Assets/Scripts/BattleFieldMaker/BattleFieldMaker.cs

@@ -101,7 +101,6 @@ public class MapMakerMain : MonoBehaviour
         currentTerrain = terrainGenerator.GenerateTerrain(width, height);
         if (currentTerrain == null)
         {
-            Debug.LogError("Terrain generation failed. Aborting map generation.");
             return;
         }
         navMeshGenerator.terrain = currentTerrain;

+ 0 - 16
Assets/Scripts/BattleFieldMaker/MapCameraController.cs

@@ -57,16 +57,6 @@ public class MapCameraController : MonoBehaviour
             ZoomToFullMap();
         }
 
-        // Show help
-        if (Input.GetKeyDown(KeyCode.H))
-        {
-            Debug.Log("💡 Camera Controls:\n" +
-                     $"- {centerOnTeamKey}: Center on team marker\n" +
-                     "- F: Zoom to full map\n" +
-                     "- WASD/Arrows: Move camera\n" +
-                     "- Mouse wheel: Zoom");
-        }
-
         // Only handle camera input if mouse is within the map area
         if (IsMouseInMapArea())
         {
@@ -102,11 +92,6 @@ public class MapCameraController : MonoBehaviour
                 // Optionally adjust zoom level for better focus
                 targetSize = focusZoomLevel;
 
-                Debug.Log($"🎯 Centering camera on team marker at position: {teamPos}");
-            }
-            else
-            {
-                Debug.LogWarning("⚠️ Team marker object not found!");
             }
         }
         else
@@ -141,7 +126,6 @@ public class MapCameraController : MonoBehaviour
                 targetPosition = mapCenter;
                 targetSize = Mathf.Clamp(requiredZoom, minZoom, maxZoom);
 
-                Debug.Log($"🗺️ Zooming to full map: Size {mapData.Width}x{mapData.Height}, Zoom: {targetSize}");
             }
         }
     }

+ 0 - 11
Assets/Scripts/BattleFieldMaker/MapLegendUI.cs

@@ -17,7 +17,6 @@ public class MapLegendUI : MonoBehaviour
 
     void SetupUI()
     {
-        Debug.Log("SetupUI called");
         // Get the UI Document component
         if (uiDocument == null)
             uiDocument = GetComponent<UIDocument>();
@@ -28,8 +27,6 @@ public class MapLegendUI : MonoBehaviour
             return;
         }
 
-        Debug.Log("UIDocument found");
-
         // Load the UXML template if not assigned
         if (legendTemplate == null)
         {
@@ -46,8 +43,6 @@ public class MapLegendUI : MonoBehaviour
             }
         }
 
-        Debug.Log("UXML template loaded");
-
         // Load the USS stylesheet if not assigned
         if (legendStyleSheet == null)
         {
@@ -63,14 +58,10 @@ public class MapLegendUI : MonoBehaviour
             }
         }
 
-        Debug.Log("USS stylesheet loaded");
-
         // Clone the template and add it to the document
         root = uiDocument.rootVisualElement;
         var legendElement = legendTemplate.Instantiate();
 
-        Debug.Log("Template instantiated");
-
         // Add the stylesheet if available
         if (legendStyleSheet != null)
         {
@@ -85,9 +76,7 @@ public class MapLegendUI : MonoBehaviour
         if (legend != null)
         {
             legend.style.display = DisplayStyle.Flex;
-            Debug.Log("Legend initialized as visible");
         }
 
-        Debug.Log("Legend UI setup complete");
     }
 }

+ 1 - 2
Assets/Scripts/BattleFieldMaker/TooltipSystem.cs

@@ -7,7 +7,7 @@ public class TooltipSystem : MonoBehaviour
     public UIDocument uiDocument;
 
     [Header("Debug")]
-    public bool debugMode = true;
+    public bool debugMode = false;
 
     private VisualElement tooltipContainer;
     private Label tooltipLabel;
@@ -29,7 +29,6 @@ public class TooltipSystem : MonoBehaviour
 
     void Start()
     {
-        if (debugMode) Debug.Log("TooltipSystem Start() called");
         SetupTooltip();
     }
 

+ 6 - 91
Assets/Scripts/BattleScene/BattleActionIntegration.cs

@@ -29,8 +29,6 @@ public class BattleActionIntegration : MonoBehaviour
 
     void Start()
     {
-        Debug.Log("🚀 BattleActionIntegration starting...");
-
         // FORCE useNewActionSystem to false to preserve drag functionality
         useNewActionSystem = false;
 
@@ -55,7 +53,6 @@ public class BattleActionIntegration : MonoBehaviour
         {
             playerDecisionController.enabled = true;
             playerDecisionController.SetEnabled(true);
-            Debug.Log("🎮 PlayerDecisionController enabled for drag functionality");
         }
 
         // Try to find or create a simple wheel component
@@ -65,7 +62,6 @@ public class BattleActionIntegration : MonoBehaviour
             if (comp.GetType().Name == "SimpleActionWheel")
             {
                 simpleWheelComponent = comp;
-                Debug.Log("🎮 Found existing SimpleActionWheel");
                 break;
             }
         }
@@ -79,7 +75,6 @@ public class BattleActionIntegration : MonoBehaviour
             if (componentType != null)
             {
                 simpleWheelComponent = wheelObj.AddComponent(componentType) as MonoBehaviour;
-                Debug.Log("🎮 Created SimpleActionWheel automatically");
             }
             else
             {
@@ -99,7 +94,6 @@ public class BattleActionIntegration : MonoBehaviour
             ConnectSimpleWheelEvents();
         }
 
-        Debug.Log($"✅ BattleActionIntegration initialized - useNewActionSystem: {useNewActionSystem}");
     }
 
     void Update()
@@ -144,13 +138,8 @@ public class BattleActionIntegration : MonoBehaviour
             {
                 // Allow reopening the action wheel even if an action is already selected
                 // This enables canceling/changing the selected action
-                Debug.Log($"⌨️ {wheelKey} pressed, showing wheel for {characterForWheel.CharacterName}");
                 ShowActionWheelForCharacter(characterForWheel);
             }
-            else
-            {
-                Debug.Log($"⌨️ {wheelKey} pressed but no character selected");
-            }
         }
 
         if (useNewActionSystem)
@@ -167,8 +156,7 @@ public class BattleActionIntegration : MonoBehaviour
                 if (currentlySelected != null && currentlySelected != lastSelectedCharacter)
                 {
                     lastSelectedCharacter = currentlySelected;
-                    Debug.Log($"🖱️ Character selected for action wheel: {currentlySelected.CharacterName}");
-                    
+
                     // Clear any old instructions and show current action status
                     ShowCharacterActionStatus(currentlySelected);
                 }
@@ -290,25 +278,15 @@ public class BattleActionIntegration : MonoBehaviour
             Character selectedCharacter = GetCharacterAtMousePosition();
             if (selectedCharacter != null)
             {
-                Debug.Log($"🖱️ Clicked on character: {selectedCharacter.CharacterName} - Tag: {selectedCharacter.tag}");
-
                 if (selectedCharacter.CompareTag("Player"))
                 {
-                    Debug.Log($"✅ Confirmed player character: {selectedCharacter.CharacterName}");
                     SelectCharacterForAction(selectedCharacter);
                 }
                 else
                 {
-                    Debug.Log($"❌ Not a player character: {selectedCharacter.CharacterName} (Tag: {selectedCharacter.tag})");
-                    // Try to force selection anyway for testing
-                    Debug.Log($"🧪 Trying to select anyway for testing...");
                     SelectCharacterForAction(selectedCharacter);
                 }
             }
-            else
-            {
-                Debug.Log("🖱️ Clicked but no character found");
-            }
         }
     }
 
@@ -360,13 +338,6 @@ public class BattleActionIntegration : MonoBehaviour
         // Update all character visual states to maintain proper color coding
         UpdateAllCharacterVisualStates();
 
-        Debug.Log($"🎯 Selected character for action: {character.CharacterName}");
-
-        // Don't auto-show wheel - let user press Q manually
-        // if (useNewActionSystem)
-        // {
-        //     ShowActionWheelForCharacter(character);
-        // }
     }
 
     /// <summary>
@@ -403,7 +374,6 @@ public class BattleActionIntegration : MonoBehaviour
 
     private void ShowActionWheelForCharacter(Character character)
     {
-        Debug.Log($"🎯 ShowActionWheelForCharacter called for: {character.CharacterName}");
 
         // Clear any existing instruction when showing the wheel
         currentInstruction = "";
@@ -419,7 +389,6 @@ public class BattleActionIntegration : MonoBehaviour
         var existingActionData = character.GetEnhancedActionData<EnhancedCharacterActionData>();
         if (existingActionData != null && existingActionData.hasValidAction)
         {
-            Debug.Log($"🔄 Resetting existing action for {character.CharacterName}: {existingActionData.GetActionDescription()}");
             existingActionData.Reset();
             character.SetVisualState(ActionDecisionState.NoAction);
         }
@@ -427,36 +396,21 @@ public class BattleActionIntegration : MonoBehaviour
         // Try simple wheel first
         if (simpleWheelComponent != null)
         {
-            Debug.Log($"🎮 Found SimpleActionWheel component: {simpleWheelComponent.GetType().Name}");
 
             // Use reflection to call ShowWheelForCharacter
             var method = simpleWheelComponent.GetType().GetMethod("ShowWheelForCharacter");
             if (method != null)
             {
-                Debug.Log("🔧 Calling ShowWheelForCharacter via reflection...");
                 method.Invoke(simpleWheelComponent, new object[] { character });
                 return;
             }
-            else
-            {
-                Debug.LogError("❌ ShowWheelForCharacter method not found on SimpleActionWheel!");
-            }
-        }
-        else
-        {
-            Debug.LogError("❌ simpleWheelComponent is null!");
         }
 
         // Fallback to battle action system
         if (battleActionSystem != null)
         {
-            Debug.Log("🔄 Falling back to BattleActionSystem...");
             battleActionSystem.ShowActionWheel(character);
         }
-        else
-        {
-            Debug.LogError("BattleActionIntegration: No action wheel system found!");
-        }
     }
 
     private void ConnectSimpleWheelEvents()
@@ -467,13 +421,11 @@ public class BattleActionIntegration : MonoBehaviour
             return;
         }
 
-        Debug.Log($"🔧 Connecting events for SimpleActionWheel component: {simpleWheelComponent.GetType().Name}");
 
         // Use reflection to connect to OnActionSelected event
         var eventInfo = simpleWheelComponent.GetType().GetEvent("OnActionSelected");
         if (eventInfo != null)
         {
-            Debug.Log($"✅ Found OnActionSelected event: {eventInfo.EventHandlerType}");
 
             // Create delegate that matches the event signature: Action<BattleActionType>
             var delegateType = eventInfo.EventHandlerType;
@@ -481,14 +433,8 @@ public class BattleActionIntegration : MonoBehaviour
 
             if (methodInfo != null)
             {
-                Debug.Log($"✅ Found OnActionSelected method: {methodInfo.Name}");
                 var handler = System.Delegate.CreateDelegate(delegateType, this, methodInfo);
                 eventInfo.AddEventHandler(simpleWheelComponent, handler);
-                Debug.Log("✅ Successfully connected SimpleActionWheel.OnActionSelected event");
-            }
-            else
-            {
-                Debug.LogError("❌ Could not find OnActionSelected method in BattleActionIntegration");
             }
         }
         else
@@ -499,7 +445,6 @@ public class BattleActionIntegration : MonoBehaviour
 
     private void OnActionSelected(BattleActionType actionType)
     {
-        Debug.Log($"🔥 OnActionSelected called with: {actionType}");
 
         if (lastSelectedCharacter == null)
         {
@@ -507,7 +452,6 @@ public class BattleActionIntegration : MonoBehaviour
             return;
         }
 
-        Debug.Log($"🎯 {lastSelectedCharacter.CharacterName} selected action: {actionType}");
 
         // Set action data for the character
         var actionData = lastSelectedCharacter.GetEnhancedActionData<EnhancedCharacterActionData>();
@@ -515,7 +459,6 @@ public class BattleActionIntegration : MonoBehaviour
         {
             actionData = new EnhancedCharacterActionData();
             lastSelectedCharacter.SetEnhancedActionData(actionData);
-            Debug.Log($"📝 Created new EnhancedCharacterActionData for {lastSelectedCharacter.CharacterName}");
         }
 
         // Configure action based on type and enable targeting mode
@@ -523,21 +466,18 @@ public class BattleActionIntegration : MonoBehaviour
         {
             case BattleActionType.Attack:
                 actionData.actionType = actionType;
-                Debug.Log("🗡️ Attack selected - Now drag from character to target enemy!");
                 ShowInstructionMessage("ATTACK: Drag from character to enemy");
                 StartTargetingMode(lastSelectedCharacter, actionType);
                 break;
 
             case BattleActionType.Move:
                 actionData.actionType = actionType;
-                Debug.Log("👟 Move selected - Now drag from character to target position!");
                 ShowInstructionMessage("MOVE: Drag from character to target position");
                 StartTargetingMode(lastSelectedCharacter, actionType);
                 break;
 
             case BattleActionType.UseItem:
                 actionData.actionType = actionType;
-                Debug.Log("🧪 Use Item selected - showing item selection UI");
                 ShowInstructionMessage("USE ITEM: Select item from list");
                 ShowItemSelection(lastSelectedCharacter);
                 break;
@@ -546,40 +486,32 @@ public class BattleActionIntegration : MonoBehaviour
                 actionData.actionType = actionType;
                 actionData.state = ActionDecisionState.ActionSelected;
                 lastSelectedCharacter.SetVisualState(ActionDecisionState.ActionSelected);
-                Debug.Log("✨ Cast Spell selected - implement spell selection UI");
                 break;
 
             case BattleActionType.Defend:
                 actionData.actionType = actionType;
                 actionData.state = ActionDecisionState.ActionSelected;
                 lastSelectedCharacter.SetVisualState(ActionDecisionState.ActionSelected);
-                Debug.Log("🛡️ Defend action set - character will defend this turn");
                 break;
 
             case BattleActionType.RunAway:
                 actionData.actionType = actionType;
                 actionData.state = ActionDecisionState.ActionSelected;
                 lastSelectedCharacter.SetVisualState(ActionDecisionState.ActionSelected);
-                Debug.Log("💨 Run Away action set - character will attempt to flee");
                 break;
         }
 
-        Debug.Log($"✅ Action {actionType} configured for {lastSelectedCharacter.CharacterName}");
-
         // Update all character visual states to show proper action status
         UpdateAllCharacterVisualStates();
     }
 
     private void StartTargetingMode(Character character, BattleActionType actionType)
     {
-        Debug.Log($"🎯 Starting targeting mode for {character.CharacterName} with action {actionType}");
-
         // Enable the PlayerDecisionController to handle targeting
         if (playerDecisionController != null)
         {
             // Use the new public method to start targeting
             playerDecisionController.StartTargetingForCharacter(character, actionType);
-            Debug.Log($"✅ PlayerDecisionController targeting started for {actionType}");
         }
         else
         {
@@ -589,7 +521,6 @@ public class BattleActionIntegration : MonoBehaviour
 
     private void ShowItemSelection(Character character)
     {
-        Debug.Log($"🧪 Showing item selection for {character.CharacterName}");
 
         if (itemSelectionUI != null)
         {
@@ -616,7 +547,6 @@ public class BattleActionIntegration : MonoBehaviour
 
     private void OnItemSelected(string itemName, int itemIndex)
     {
-        Debug.Log($"📦 Item selected: {itemName} (index: {itemIndex})");
 
         if (lastSelectedCharacter != null)
         {
@@ -625,21 +555,19 @@ public class BattleActionIntegration : MonoBehaviour
             {
                 // Check if item requires targeting (healing potions, etc. might target allies)
                 bool requiresTargeting = IsItemRequiringTargeting(itemName);
-                
+
                 // Properly set the item action using the SetItemAction method
                 actionData.SetItemAction(itemName, itemIndex, requiresTargeting);
-                
+
                 if (!requiresTargeting)
                 {
                     lastSelectedCharacter.SetVisualState(ActionDecisionState.ActionSelected);
-                    Debug.Log($"✅ {lastSelectedCharacter.CharacterName} will use {itemName}");
-                    
+
                     // Show the updated action status
                     ShowCharacterActionStatus(lastSelectedCharacter);
                 }
                 else
                 {
-                    Debug.Log($"🎯 {itemName} requires targeting - start targeting mode");
                     ShowInstructionMessage($"TARGET: Select target for {itemName}");
                     StartTargetingMode(lastSelectedCharacter, BattleActionType.UseItem);
                 }
@@ -655,20 +583,19 @@ public class BattleActionIntegration : MonoBehaviour
         // Add logic here to determine if item needs targeting
         // For now, assume most items are self-use (like health potions)
         // Healing items that can target others would return true
-        
+
         if (itemName.ToLower().Contains("heal") && itemName.ToLower().Contains("other"))
             return true;
         if (itemName.ToLower().Contains("revive"))
             return true;
         if (itemName.ToLower().Contains("bomb") || itemName.ToLower().Contains("throw"))
             return true;
-            
+
         return false; // Most items are self-use
     }
 
     private void OnItemSelectionCancelled()
     {
-        Debug.Log("❌ Item selection cancelled");
 
         if (lastSelectedCharacter != null)
         {
@@ -683,7 +610,6 @@ public class BattleActionIntegration : MonoBehaviour
 
     private void OnCharacterActionCompleted(Character character)
     {
-        Debug.Log($"✅ Action completed for {character.CharacterName}");
 
         // Clear selection after action is complete
         if (character == lastSelectedCharacter)
@@ -740,7 +666,6 @@ public class BattleActionIntegration : MonoBehaviour
         currentInstruction = "";
         instructionTimer = 0f;
 
-        Debug.Log($"🎯 Action system switched to: {(useNewActionSystem ? "New Action Wheel (Q to open wheel)" : "Old Click-Drag (direct drag to move/attack)")}");
     }
 
     /// <summary>
@@ -785,7 +710,6 @@ public class BattleActionIntegration : MonoBehaviour
         }
 
         lastSelectedCharacter = null;
-        Debug.Log("🔄 All player actions reset");
     }
 
     /// <summary>
@@ -798,23 +722,17 @@ public class BattleActionIntegration : MonoBehaviour
         var actionData = character.GetEnhancedActionData<EnhancedCharacterActionData>();
         if (actionData != null && actionData.hasValidAction)
         {
-            Debug.Log($"❌ Canceling action for {character.CharacterName}: {actionData.GetActionDescription()}");
             actionData.Reset();
             character.SetVisualState(ActionDecisionState.NoAction);
 
             ShowInstructionMessage($"Action canceled for {character.CharacterName}");
         }
-        else
-        {
-            Debug.Log($"No action to cancel for {character.CharacterName}");
-        }
     }
 
     private void ShowInstructionMessage(string message)
     {
         currentInstruction = message;
         instructionTimer = instructionDuration;
-        Debug.Log($"📢 Instruction: {message}");
     }
 
     /// <summary>
@@ -833,7 +751,6 @@ public class BattleActionIntegration : MonoBehaviour
             // Clear instructions if no action set
             currentInstruction = "";
             instructionTimer = 0f;
-            Debug.Log($"📢 No action set for {character.CharacterName} - instructions cleared");
         }
     }
 
@@ -842,8 +759,6 @@ public class BattleActionIntegration : MonoBehaviour
     /// </summary>
     public void OnTargetingComplete(Character character)
     {
-        Debug.Log($"✅ Targeting complete for {character.CharacterName}");
-
         // Update lastSelectedCharacter so action wheel knows which character was last used
         lastSelectedCharacter = character;
 

+ 0 - 41
Assets/Scripts/BattleScene/BattleActionSystem.cs

@@ -123,8 +123,6 @@ public class BattleActionSystem : MonoBehaviour
             return;
         }
 
-        Debug.Log($"🎯 Executing {actionData.actionType} for {character.CharacterName}: {actionData.GetActionDescription()}");
-
         OnActionStarted?.Invoke(character, actionData.actionType);
 
         StartCoroutine(ExecuteActionCoroutine(character, actionData));
@@ -171,8 +169,6 @@ public class BattleActionSystem : MonoBehaviour
 
     private IEnumerator ExecuteMoveAction(Character character, EnhancedCharacterActionData actionData)
     {
-        Debug.Log($"🚶 {character.CharacterName} moving to {actionData.targetPosition}");
-
         // Use existing movement system or implement new one
         character.transform.position = actionData.targetPosition;
 
@@ -187,8 +183,6 @@ public class BattleActionSystem : MonoBehaviour
             yield break;
         }
 
-        Debug.Log($"⚔️ {character.CharacterName} attacking {actionData.targetEnemy.name}");
-
         // Use existing attack system
         Character targetCharacter = actionData.targetEnemy.GetComponent<Character>();
         if (targetCharacter != null)
@@ -201,8 +195,6 @@ public class BattleActionSystem : MonoBehaviour
 
     private IEnumerator ExecuteItemAction(Character character, EnhancedCharacterActionData actionData)
     {
-        Debug.Log($"🧪 {character.CharacterName} using item: {actionData.selectedItemName}");
-
         // Placeholder item usage logic
         yield return UseItem(character, actionData.selectedItemName, actionData.selectedItemIndex, actionData.targetCharacter);
 
@@ -211,8 +203,6 @@ public class BattleActionSystem : MonoBehaviour
 
     private IEnumerator ExecuteSpellAction(Character character, EnhancedCharacterActionData actionData)
     {
-        Debug.Log($"✨ {character.CharacterName} casting spell: {actionData.selectedSpellName}");
-
         // Placeholder spell casting logic
         yield return CastSpell(character, actionData.selectedSpellName, actionData.targetCharacter, actionData.targetPosition);
 
@@ -221,8 +211,6 @@ public class BattleActionSystem : MonoBehaviour
 
     private IEnumerator ExecuteDefendAction(Character character, EnhancedCharacterActionData actionData)
     {
-        Debug.Log($"🛡️ {character.CharacterName} defending");
-
         // Apply defend buff (reduce incoming damage, increase AC, etc.)
         ApplyDefendBuff(character);
 
@@ -231,16 +219,12 @@ public class BattleActionSystem : MonoBehaviour
 
     private IEnumerator ExecuteWaitAction(Character character, EnhancedCharacterActionData actionData)
     {
-        Debug.Log($"⏳ {character.CharacterName} waiting");
-
         // Character does nothing but maintains position
         yield return new WaitForSeconds(0.1f);
     }
 
     private IEnumerator ExecuteRunAwayAction(Character character, EnhancedCharacterActionData actionData)
     {
-        Debug.Log($"🏃 {character.CharacterName} running away");
-
         // Move character away from enemies or off battlefield
         yield return HandleRunAway(character);
 
@@ -255,8 +239,6 @@ public class BattleActionSystem : MonoBehaviour
     {
         if (currentCharacter == null) return;
 
-        Debug.Log($"🎯 Action type selected: {actionType} for {currentCharacter.CharacterName}");
-
         // Initialize enhanced action data if needed
         var actionData = currentCharacter.GetEnhancedActionData<EnhancedCharacterActionData>();
         if (actionData == null)
@@ -364,7 +346,6 @@ public class BattleActionSystem : MonoBehaviour
 
     private void StartTargetSelectionForMove()
     {
-        Debug.Log("🎯 Select move target...");
         pendingAction = currentCharacter.GetEnhancedActionData<EnhancedCharacterActionData>();
         isWaitingForTarget = true;
         // Show move cursor or indicators
@@ -372,7 +353,6 @@ public class BattleActionSystem : MonoBehaviour
 
     private void StartTargetSelectionForAttack()
     {
-        Debug.Log("🎯 Select attack target...");
         pendingAction = currentCharacter.GetEnhancedActionData<EnhancedCharacterActionData>();
         isWaitingForTarget = true;
         // Show attack cursor or highlight enemies
@@ -380,14 +360,12 @@ public class BattleActionSystem : MonoBehaviour
 
     private void StartTargetSelectionForItem()
     {
-        Debug.Log("🎯 Select item target...");
         pendingAction = currentCharacter.GetEnhancedActionData<EnhancedCharacterActionData>();
         isWaitingForTarget = true;
     }
 
     private void StartTargetSelectionForSpell()
     {
-        Debug.Log("🎯 Select spell target...");
         pendingAction = currentCharacter.GetEnhancedActionData<EnhancedCharacterActionData>();
         isWaitingForTarget = true;
     }
@@ -477,10 +455,6 @@ public class BattleActionSystem : MonoBehaviour
         {
             currentCharacter.SetVisualState(ActionDecisionState.ActionSelected);
             var actionData = currentCharacter.GetEnhancedActionData<EnhancedCharacterActionData>();
-            if (actionData != null)
-            {
-                Debug.Log($"✅ Action selection complete for {currentCharacter.CharacterName}: {actionData.GetActionDescription()}");
-            }
         }
     }
 
@@ -496,7 +470,6 @@ public class BattleActionSystem : MonoBehaviour
                 actionData.Reset();
 
             currentCharacter.SetVisualState(ActionDecisionState.NoAction);
-            Debug.Log($"❌ Action selection cancelled for {currentCharacter.CharacterName}");
         }
 
         currentCharacter = null;
@@ -556,7 +529,6 @@ public class BattleActionSystem : MonoBehaviour
 
     private IEnumerator UseItem(Character user, string itemName, int itemIndex, Character target)
     {
-        Debug.Log($"📦 Using item {itemName} on {(target ? target.CharacterName : "self")}");
 
         // Try to find and use the actual item from inventory
         bool itemConsumed = false;
@@ -580,7 +552,6 @@ public class BattleActionSystem : MonoBehaviour
                         inventory.RemoveItem(slot.item, 1);
                         itemConsumed = true;
 
-                        Debug.Log($"💚 {user.CharacterName} used {itemName} on {effectTarget.CharacterName}");
                         break;
                     }
                 }
@@ -609,7 +580,6 @@ public class BattleActionSystem : MonoBehaviour
                         Character effectTarget = target ?? user;
                         ApplyItemEffectByName(itemName, effectTarget);
 
-                        Debug.Log($"💚 {user.CharacterName} used {itemName} on {effectTarget.CharacterName} (from session data)");
                         break;
                     }
                 }
@@ -637,31 +607,25 @@ public class BattleActionSystem : MonoBehaviour
         if (lowerName.Contains("heal") || lowerName.Contains("potion"))
         {
             target.Heal(20); // Standard healing amount
-            Debug.Log($"💚 {target.CharacterName} healed for 20 HP from {itemName}");
         }
         else if (lowerName.Contains("antidote"))
         {
             // Could add poison removal here if implemented
             target.Heal(5); // Minor healing from antidote
-            Debug.Log($"💚 {target.CharacterName} recovered from {itemName}");
         }
         else if (lowerName.Contains("bread") || lowerName.Contains("food"))
         {
             target.Heal(10); // Minor healing from food
-            Debug.Log($"💚 {target.CharacterName} recovered 10 HP from {itemName}");
         }
         else
         {
             // Generic beneficial effect
             target.Heal(15);
-            Debug.Log($"💚 {target.CharacterName} gained 15 HP from {itemName}");
         }
     }
 
     private IEnumerator CastSpell(Character caster, string spellName, Character target, Vector3 targetPosition)
     {
-        Debug.Log($"🔮 Casting {spellName} from {caster.CharacterName}");
-
         // Placeholder spell effects
         switch (spellName.ToLower())
         {
@@ -669,7 +633,6 @@ public class BattleActionSystem : MonoBehaviour
                 if (target != null)
                 {
                     target.TakeDamage(15);
-                    Debug.Log($"💥 {target.CharacterName} hit by Magic Missile for 15 damage");
                 }
                 break;
 
@@ -677,13 +640,11 @@ public class BattleActionSystem : MonoBehaviour
                 if (target != null)
                 {
                     target.Heal(25);
-                    Debug.Log($"💚 {target.CharacterName} healed for 25 HP");
                 }
                 break;
 
             case "fireball":
                 // AoE damage around target position
-                Debug.Log($"🔥 Fireball explodes at {targetPosition}");
                 break;
         }
 
@@ -693,7 +654,6 @@ public class BattleActionSystem : MonoBehaviour
     private void ApplyDefendBuff(Character character)
     {
         // Placeholder: apply defensive buff
-        Debug.Log($"🛡️ {character.CharacterName} gains defensive stance");
         // TODO: Implement actual defensive bonuses
     }
 
@@ -705,7 +665,6 @@ public class BattleActionSystem : MonoBehaviour
 
         character.transform.position = runTarget;
 
-        Debug.Log($"🏃 {character.CharacterName} retreats to {runTarget}");
         yield return null;
     }
 

+ 0 - 5
Assets/Scripts/BattleScene/BattleActionWheel.cs

@@ -235,8 +235,6 @@ public class BattleActionWheel : MonoBehaviour
         UpdateActionAvailability();
         SetVisible(true);
         AnimateWheelIn();
-
-        Debug.Log($"🎯 Action wheel shown for {character.CharacterName} at {worldPos}");
     }
 
     public void HideWheel()
@@ -246,8 +244,6 @@ public class BattleActionWheel : MonoBehaviour
             SetVisible(false);
             OnWheelClosed?.Invoke();
         });
-
-        Debug.Log("🎯 Action wheel hidden");
     }
 
     private void UpdateActionAvailability()
@@ -306,7 +302,6 @@ public class BattleActionWheel : MonoBehaviour
 
     private void OnActionButtonClicked(BattleActionType actionType)
     {
-        Debug.Log($"🎯 Action selected: {actionType}");
         OnActionSelected?.Invoke(actionType);
         HideWheel();
     }

+ 0 - 33
Assets/Scripts/BattleScene/BattleItemSelector.cs

@@ -64,15 +64,11 @@ public class BattleItemSelector : MonoBehaviour
         var visualTreeAsset = Resources.Load<VisualTreeAsset>("UI/ItemSelectionUI");
         var styleSheet = Resources.Load<StyleSheet>("UI/ItemSelectionUI");
 
-        Debug.Log($"🔍 Loading UXML: {(visualTreeAsset != null ? "✅ Found" : "❌ Not Found")}");
-        Debug.Log($"🔍 Loading USS: {(styleSheet != null ? "✅ Found" : "❌ Not Found")}");
-
         // Try simple version if main version fails
         if (visualTreeAsset == null)
         {
             Debug.LogWarning("Main UXML failed, trying simple version...");
             visualTreeAsset = Resources.Load<VisualTreeAsset>("UI/ItemSelectionUI_Simple");
-            Debug.Log($"🔍 Loading Simple UXML: {(visualTreeAsset != null ? "✅ Found" : "❌ Not Found")}");
         }
 
         if (visualTreeAsset == null)
@@ -104,16 +100,6 @@ public class BattleItemSelector : MonoBehaviour
         cancelButton = rootElement.Q<Button>("CancelButton");
         closeButton = rootElement.Q<Button>("CloseButton");
 
-        // Debug element finding
-        Debug.Log($"🔍 Elements found:");
-        Debug.Log($"  - container: {(container != null ? "✅" : "❌")}");
-        Debug.Log($"  - itemList: {(itemList != null ? "✅" : "❌")}");
-        Debug.Log($"  - titleLabel: {(titleLabel != null ? "✅" : "❌")}");
-        Debug.Log($"  - characterLabel: {(characterLabel != null ? "✅" : "❌")}");
-        Debug.Log($"  - noItemsContainer: {(noItemsContainer != null ? "✅" : "❌")}");
-        Debug.Log($"  - cancelButton: {(cancelButton != null ? "✅" : "❌")}");
-        Debug.Log($"  - closeButton: {(closeButton != null ? "✅" : "❌")}");
-
         // Setup event handlers
         if (cancelButton != null)
         {
@@ -132,8 +118,6 @@ public class BattleItemSelector : MonoBehaviour
                 HideSelection();
             };
         }
-
-        Debug.Log("✅ BattleItemSelector initialized with UI Toolkit");
     }
 
     private void CreateFallbackUI()
@@ -188,7 +172,6 @@ public class BattleItemSelector : MonoBehaviour
 
         itemList = new VisualElement();
         scrollView.Add(itemList);
-        Debug.Log("🔧 Fallback UI: itemList created successfully");
 
         // No items message
         noItemsContainer = new VisualElement();
@@ -224,9 +207,6 @@ public class BattleItemSelector : MonoBehaviour
 
     public void ShowItemSelection(Character character)
     {
-        Debug.Log($"📦 ShowItemSelection called for {character.CharacterName}");
-        Debug.Log($"📦 UI State - itemList: {(itemList != null ? "✅" : "❌")}, container: {(container != null ? "✅" : "❌")}");
-
         if (itemList == null)
         {
             Debug.LogError("❌ itemList is null - reinitializing UI");
@@ -243,8 +223,6 @@ public class BattleItemSelector : MonoBehaviour
 
         PopulateItemList();
         SetVisible(true);
-
-        Debug.Log($"📦 Item selection shown for {character.CharacterName}");
     }
 
     public void HideSelection()
@@ -252,8 +230,6 @@ public class BattleItemSelector : MonoBehaviour
         SetVisible(false);
         ClearItemList();
         currentCharacter = null;
-
-        Debug.Log("📦 Item selection hidden");
     }
 
     private void SetVisible(bool visible)
@@ -266,12 +242,9 @@ public class BattleItemSelector : MonoBehaviour
 
     private void PopulateItemList()
     {
-        Debug.Log($"📦 PopulateItemList called - itemList null: {itemList == null}");
-
         ClearItemList();
 
         var items = GetCharacterItems();
-        Debug.Log($"📦 Found {items.Count} items to display");
 
         if (items.Count == 0)
         {
@@ -354,8 +327,6 @@ public class BattleItemSelector : MonoBehaviour
         var inventory = currentCharacter.GetComponent<Inventory>();
         if (inventory != null)
         {
-            Debug.Log($"📦 Found Inventory component on {currentCharacter.CharacterName}");
-
             // Get misc/consumable items from inventory
             foreach (var slot in inventory.Miscellaneous)
             {
@@ -370,8 +341,6 @@ public class BattleItemSelector : MonoBehaviour
                     });
                 }
             }
-
-            Debug.Log($"📦 Found {items.Count} consumable items in Inventory component");
             return items;
         }
 
@@ -384,8 +353,6 @@ public class BattleItemSelector : MonoBehaviour
 
             if (characterData != null && characterData.miscItems != null)
             {
-                Debug.Log($"📦 Found {characterData.miscItems.Count} misc items in CombatDataTransfer for {currentCharacter.CharacterName}");
-
                 foreach (var itemName in characterData.miscItems)
                 {
                     // Try to find the actual Item asset to get proper description

+ 0 - 41
Assets/Scripts/BattleScene/BattleSetup.cs

@@ -78,49 +78,33 @@ public class BattleSetup : MonoBehaviour
     // Helper method to get WeaponItem from CombatDataTransfer if available
     WeaponItem GetEnhancedWeaponItem(string characterName, bool isPlayer)
     {
-        Debug.Log($"🔍 GetEnhancedWeaponItem called for '{characterName}', isPlayer: {isPlayer}");
-
         if (!CombatDataTransfer.HasValidSession())
         {
-            Debug.Log($"🔍 No valid CombatDataTransfer session");
             return null;
         }
 
         var session = CombatDataTransfer.GetCurrentSession();
         if (session == null)
         {
-            Debug.Log($"🔍 CombatDataTransfer session is null");
             return null;
         }
 
-        Debug.Log($"🔍 Session has {session.playerTeam.Count} players and {session.enemies.Count} enemies");
-
         if (isPlayer)
         {
-            // Debug: List all available player characters
-            Debug.Log($"🔍 Available players in session:");
-            foreach (var player in session.playerTeam)
-            {
-                Debug.Log($"  - Player: '{player.characterName}', Weapon: {(player.equippedWeaponItem != null ? player.equippedWeaponItem.name : "NULL")}");
-            }
 
             // Find player character in enhanced data (match by base name, ignoring suffixes)
             foreach (var player in session.playerTeam)
             {
                 if (player.characterName == characterName && player.equippedWeaponItem != null)
                 {
-                    Debug.Log($"🎯 Found enhanced WeaponItem for player {characterName}: {player.equippedWeaponItem.name}");
                     return player.equippedWeaponItem;
                 }
                 // Also try matching without the numbered suffix (e.g., "Player 1" vs "Player")
                 if (characterName.StartsWith(player.characterName) && player.equippedWeaponItem != null)
                 {
-                    Debug.Log($"🎯 Found enhanced WeaponItem for player {characterName} (matched base name {player.characterName}): {player.equippedWeaponItem.name}");
                     return player.equippedWeaponItem;
                 }
             }
-
-            Debug.Log($"🔍 No matching player found for '{characterName}'");
         }
         else
         {
@@ -129,13 +113,11 @@ public class BattleSetup : MonoBehaviour
             {
                 if (enemy.enemyName == characterName && enemy.preferredWeaponItem != null)
                 {
-                    Debug.Log($"🎯 Found enhanced WeaponItem for enemy {characterName}: {enemy.preferredWeaponItem.name}");
                     return enemy.preferredWeaponItem;
                 }
                 // Also try matching the base name (e.g., "Skeleton Warrior_1" vs "Skeleton Warrior")
                 if (characterName.StartsWith(enemy.enemyType) && enemy.preferredWeaponItem != null)
                 {
-                    Debug.Log($"🎯 Found enhanced WeaponItem for enemy {characterName} (matched base type {enemy.enemyType}): {enemy.preferredWeaponItem.name}");
                     return enemy.preferredWeaponItem;
                 }
             }
@@ -167,7 +149,6 @@ public class BattleSetup : MonoBehaviour
         if (teamData != null)
         {
             character.ApplyStatsFromCombatData(teamData);
-            Debug.Log($"📊 Applied team stats to {characterName}: STR:{teamData.strength} DEX:{teamData.dexterity} CON:{teamData.constitution} WIS:{teamData.wisdom} PER:{teamData.perception}");
         }
         else
         {
@@ -198,7 +179,6 @@ public class BattleSetup : MonoBehaviour
         if (enemyData != null)
         {
             character.ApplyStatsFromCombatData(enemyData);
-            Debug.Log($"📊 Applied enemy stats to {characterName}");
         }
         else
         {
@@ -209,19 +189,15 @@ public class BattleSetup : MonoBehaviour
     // Enhanced weapon equipping with WeaponItem support
     void EquipWeapon(Character character, WeaponItem weaponItem)
     {
-        Debug.Log($"🔧 EquipWeapon called for {character.CharacterName} with WeaponItem: {(weaponItem != null ? weaponItem.name : "null")}");
-
         Weapon weapon = null;
 
         if (weaponItem != null)
         {
-            Debug.Log($"🔧 Using WeaponItem.CreateWeaponInstance() for {weaponItem.name}");
             // Use the WeaponItem's CreateWeaponInstance method to preserve all attributes
             weapon = weaponItem.CreateWeaponInstance(character.transform);
             if (weapon != null)
             {
                 weapon.SetWielder(character);
-                Debug.Log($"✅ Successfully created weapon from WeaponItem: {weapon.weaponName}");
             }
             else
             {
@@ -256,7 +232,6 @@ public class BattleSetup : MonoBehaviour
 
             character.Weapon = weapon;
             weapon.SetWielder(character);
-            Debug.Log($"✅ Successfully equipped {weapon.weaponName} to {character.CharacterName}");
         }
         else
         {
@@ -267,8 +242,6 @@ public class BattleSetup : MonoBehaviour
     // Fallback weapon equipping using string types (for backward compatibility)
     void EquipWeapon(Character character, string weaponType)
     {
-        Debug.Log($"🔧 EquipWeapon called for {character.CharacterName} with weaponType: '{weaponType}'");
-
         Weapon weapon = null;
 
         // Handle null or empty weapon types
@@ -278,23 +251,18 @@ public class BattleSetup : MonoBehaviour
             weaponType = "Fists";
         }
 
-        Debug.Log($"🔧 Processing weapon type: '{weaponType}' for {character.CharacterName}");
-
         if (weaponType == "Sword")
         {
-            Debug.Log($"⚔️ Creating Sword for {character.CharacterName}");
             var weaponObj = Instantiate(SwordPrefab, character.transform);
             weapon = weaponObj.GetComponent<Weapon>();
         }
         else if (weaponType == "Bow")
         {
-            Debug.Log($"🏹 Creating Bow for {character.CharacterName}");
             var weaponObj = Instantiate(BowPrefab, character.transform);
             weapon = weaponObj.GetComponent<Weapon>();
         }
         else if (weaponType == "Fists")
         {
-            Debug.Log($"👊 Creating Fists for {character.CharacterName}");
             // Create a fists weapon directly using SimpleSword as base
             GameObject fistsObj = new GameObject("Fists");
             fistsObj.transform.SetParent(character.transform, false);
@@ -340,7 +308,6 @@ public class BattleSetup : MonoBehaviour
 
             character.Weapon = weapon;
             weapon.SetWielder(character);
-            Debug.Log($"✅ Successfully equipped {weapon.weaponName} to {character.CharacterName}");
         }
         else
         {
@@ -388,23 +355,17 @@ public class BattleSetup : MonoBehaviour
             var character = currentPlacingCharacterInstance.GetComponent<Character>();
             if (character != null)
             {
-                Debug.Log($"🔍 SpawnNextPlayerCharacterForPlacement: Character '{selection.characterName}' with weapon '{selection.weaponType}'");
-
                 // Apply team data stats to the character
                 ApplyTeamDataToCharacter(character, selection.characterName);
 
                 // Try to get enhanced weapon data first
                 WeaponItem enhancedWeapon = GetEnhancedWeaponItem(selection.characterName, true);
-                Debug.Log($"🔍 Enhanced weapon lookup for '{selection.characterName}': {(enhancedWeapon != null ? enhancedWeapon.name : "NULL")}");
-
                 if (enhancedWeapon != null)
                 {
-                    Debug.Log($"🎯 Using enhanced weapon: {enhancedWeapon.name}");
                     EquipWeapon(character, enhancedWeapon);
                 }
                 else
                 {
-                    Debug.Log($"🔍 No enhanced weapon found, falling back to selection.weaponType: '{selection.weaponType}'");
                     EquipWeapon(character, selection.weaponType);
                 }
                 character.CharacterName = selection.characterName + " " + (nextPlayerCharacterPrefabIndex + 1);
@@ -658,8 +619,6 @@ public class BattleSetup : MonoBehaviour
 
         // Configure based on character type/name
         ConfigureCarryCapacity(carryCapacity, character);
-
-        Debug.Log($"📦 Added carry capacity system to {character.CharacterName}");
     }
 
     /// <summary>

+ 1 - 1
Assets/Scripts/BattleScene/BattleTestMode.cs

@@ -31,7 +31,7 @@ public class BattleTestMode : MonoBehaviour
     public string[] enemyNames = { "TestSkeleton", "TestBandit", "TestOrc", "TestGoblin", "TestTroll", "TestSpider" };
 
     [Header("Debug Settings")]
-    public bool showDebugLogs = true;
+    public bool showDebugLogs = false;
 
     [Tooltip("Force clear existing battle data and use test mode anyway")]
     public bool forceClearExistingData = false;

+ 0 - 2
Assets/Scripts/BattleScene/BattleUiScript.cs

@@ -150,8 +150,6 @@ public class BattleUIManager : MonoBehaviour
     /// </summary>
     private void OnReturnToMapButtonPressed()
     {
-        Debug.Log("🗺️ Player requested return to map via Battle Over button");
-
         // Try to use the existing GameManager victory completion flow
         if (GameManager.Instance != null)
         {

+ 0 - 8
Assets/Scripts/BattleScene/EnemySelectionUI.cs

@@ -39,7 +39,6 @@ public class EnemySelectionUI : MonoBehaviour
         if (Input.GetKeyDown(toggleKey))
         {
             useEnemyListMode = !useEnemyListMode;
-            Debug.Log($"🎯 Enemy selection mode: {(useEnemyListMode ? "List UI" : "Direct Targeting")}");
         }
 
         // Close UI with Escape
@@ -168,7 +167,6 @@ public class EnemySelectionUI : MonoBehaviour
     {
         if (!useEnemyListMode)
         {
-            Debug.Log("🎯 Enemy list mode disabled - use direct targeting");
             return;
         }
 
@@ -185,7 +183,6 @@ public class EnemySelectionUI : MonoBehaviour
         }
 
         isVisible = true;
-        Debug.Log($"🎯 Enemy selection UI shown for {attacker.CharacterName} - {availableEnemies.Count} enemies available");
     }
 
     public void HideEnemySelection()
@@ -193,7 +190,6 @@ public class EnemySelectionUI : MonoBehaviour
         isVisible = false;
         selectedEnemy = null;
         ClearEnemyHighlights();
-        Debug.Log("🎯 Enemy selection UI hidden");
     }
 
     private void RefreshEnemyList()
@@ -219,7 +215,6 @@ public class EnemySelectionUI : MonoBehaviour
                 .ToList();
         }
 
-        Debug.Log($"🎯 Found {availableEnemies.Count} available enemies");
     }
 
     private void SelectEnemy(Character enemy)
@@ -231,14 +226,12 @@ public class EnemySelectionUI : MonoBehaviour
         }
 
         selectedEnemy = enemy;
-        Debug.Log($"🎯 Selected enemy: {enemy.CharacterName}");
     }
 
     private void ConfirmSelection()
     {
         if (selectedEnemy != null)
         {
-            Debug.Log($"✅ Attack target confirmed: {selectedEnemy.CharacterName}");
             OnEnemySelected?.Invoke(selectedEnemy);
             HideEnemySelection();
         }
@@ -246,7 +239,6 @@ public class EnemySelectionUI : MonoBehaviour
 
     private void CancelSelection()
     {
-        Debug.Log("❌ Enemy selection cancelled");
         OnSelectionCancelled?.Invoke();
         HideEnemySelection();
     }

+ 1 - 18
Assets/Scripts/BattleScene/EnhancedBattleSetup.cs

@@ -21,7 +21,7 @@ public class EnhancedBattleSetup : MonoBehaviour
     public BFMTerrainGenerator terrainGenerator;
 
     [Header("Debug")]
-    public bool showDebugLogs = true;
+    public bool showDebugLogs = false;
 
     // Reference to original BattleSetup if needed
     private BattleSetup originalBattleSetup;
@@ -59,7 +59,6 @@ public class EnhancedBattleSetup : MonoBehaviour
         if (showDebugLogs)
         {
             Debug.Log("🎯 Setting up enhanced combat...");
-            CombatDataTransfer.DebugLogSession();
         }
 
         // Set up terrain
@@ -203,22 +202,6 @@ public class EnhancedBattleSetup : MonoBehaviour
         }
     }
 
-    /// <summary>
-    /// Debug method to show current combat session info
-    /// </summary>
-    [ContextMenu("Debug Combat Session")]
-    public void DebugCombatSession()
-    {
-        if (CombatDataTransfer.HasValidSession())
-        {
-            CombatDataTransfer.DebugLogSession();
-        }
-        else
-        {
-            Debug.Log("🔍 No active combat session");
-        }
-    }
-
     /// <summary>
     /// Method to be called when battle ends to clean up
     /// </summary>

+ 1 - 1
Assets/Scripts/BattleScene/EnhancedBattleTestMode.cs

@@ -47,7 +47,7 @@ public class EnhancedBattleTestMode : MonoBehaviour
     public WeaponItem[] testWeapons;
 
     [Header("Debug Settings")]
-    public bool showDebugLogs = true;
+    public bool showDebugLogs = false;
 
     // Test character names
     private readonly string[] playerNames = { "FastRogue", "SlowTank", "TestMage", "TestRogue" };

+ 0 - 77
Assets/Scripts/BattleScene/GameManager.cs

@@ -155,12 +155,9 @@ public class GameManager : MonoBehaviour
             List<GameObject> alivePlayers = GetAlivePlayers();
             List<GameObject> aliveEnemies = GetAliveEnemies();
 
-            // Debug: Log current battle state
-            Debug.Log($"🔍 Battle state check: {alivePlayers.Count} alive players, {aliveEnemies.Count} alive enemies");
 
             if (alivePlayers.Count == 0 || aliveEnemies.Count == 0)
             {
-                Debug.Log("🏁 BATTLE END DETECTED!");
                 PauseGame();
                 if (BattleUIManager.Instance != null)
                 {
@@ -170,12 +167,10 @@ public class GameManager : MonoBehaviour
                 // Handle battle end logic
                 if (alivePlayers.Count == 0)
                 {
-                    Debug.Log("💀 PLAYER DEFEAT");
                     HandlePlayerDefeat(playerCharacters);
                 }
                 else if (aliveEnemies.Count == 0)
                 {
-                    Debug.Log("🏆 PLAYER VICTORY");
                     HandlePlayerVictory(enemyCharacters);
                 }
 
@@ -200,12 +195,10 @@ public class GameManager : MonoBehaviour
             {
                 var character = p.GetComponent<Character>();
                 bool isAlive = character != null && !character.IsDead;
-                Debug.Log($"🔍 Player {p.name}: Character={character != null}, IsDead={character?.IsDead}, Alive={isAlive}");
                 return isAlive;
             })
             .ToList();
 
-        Debug.Log($"🔍 Total alive players: {alive.Count}/{playerCharacters.Count}");
         return alive;
     }
 
@@ -220,12 +213,10 @@ public class GameManager : MonoBehaviour
             {
                 var character = e.GetComponent<Character>();
                 bool isAlive = character != null && !character.IsDead;
-                Debug.Log($"🔍 Enemy {e.name}: Character={character != null}, IsDead={character?.IsDead}, Alive={isAlive}");
                 return isAlive;
             })
             .ToList();
 
-        Debug.Log($"🔍 Total alive enemies: {alive.Count}/{enemyCharacters.Count}");
         return alive;
     }
 
@@ -234,7 +225,6 @@ public class GameManager : MonoBehaviour
     /// </summary>
     private void HandlePlayerVictory(List<GameObject> defeatedEnemies)
     {
-        Debug.Log("🏆 Players have won the battle!");
 
         // Check if there are actually any enemies to loot
         bool hasLootableEnemies = false;
@@ -273,7 +263,6 @@ public class GameManager : MonoBehaviour
         else
         {
             // No loot to collect, show victory screen with return button
-            Debug.Log("🏆 No loot to collect, showing victory screen");
             StartCoroutine(ShowVictoryScreenAndReturn());
         }
     }
@@ -283,7 +272,6 @@ public class GameManager : MonoBehaviour
     /// </summary>
     private void HandlePlayerDefeat(List<GameObject> defeatedPlayers)
     {
-        Debug.Log("💀 All players have been defeated!");
 
         // Find or create the game over screen
         var gameOverScreen = FindFirstObjectByType<GameOverScreen>();
@@ -390,7 +378,6 @@ public class GameManager : MonoBehaviour
             // Direct scene load as fallback
             try
             {
-                Debug.Log("🗺️ Using backup scene transition to MapScene2");
                 UnityEngine.SceneManagement.SceneManager.LoadScene("MapScene2");
             }
             catch (System.Exception e)
@@ -455,8 +442,6 @@ public class GameManager : MonoBehaviour
     /// </summary>
     private void OnLootingComplete()
     {
-        Debug.Log("🏆 Battle and looting complete, returning to exploration");
-        Debug.Log($"🏆 Called from: {System.Environment.StackTrace}");
 
         // Save any updated team data back to the game state
         SaveBattleResults();
@@ -470,7 +455,6 @@ public class GameManager : MonoBehaviour
     /// </summary>
     private System.Collections.IEnumerator ReturnToExplorationScene()
     {
-        Debug.Log("🗺️ Starting return to exploration scene...");
 
         // Give a brief moment for any final UI updates
         yield return new WaitForSeconds(0.5f);
@@ -478,9 +462,7 @@ public class GameManager : MonoBehaviour
         // Load the exploration scene
         try
         {
-            Debug.Log("🗺️ Loading MapScene2...");
             UnityEngine.SceneManagement.SceneManager.LoadScene("MapScene2");
-            Debug.Log("🗺️ Scene load initiated successfully");
         }
         catch (System.Exception e)
         {
@@ -542,70 +524,16 @@ public class GameManager : MonoBehaviour
         var alivePlayerCharacters = GetAlivePlayers();
 
         // You could save character states here if needed
-        Debug.Log($"💾 Saved battle results for {alivePlayerCharacters.Count} surviving players");
     }
 
     #region Debug and Testing Methods
 
-    /// <summary>
-    /// [DEBUG] Force battle end for testing post-battle systems
-    /// </summary>
-    [ContextMenu("Test Battle Victory")]
-    public void TestBattleVictory()
-    {
-        Debug.Log("🧪 [TEST] Forcing battle victory to test post-battle loot system");
-
-        // Kill all enemies for testing
-        foreach (var enemy in enemyCharacters)
-        {
-            if (enemy != null)
-            {
-                var character = enemy.GetComponent<Character>();
-                if (character != null && !character.IsDead)
-                {
-                    // Force enemy death for testing
-                    character.TakeDamage(1000);
-                }
-            }
-        }
-
-        // Manually trigger victory
-        HandlePlayerVictory(enemyCharacters);
-    }
-
-    /// <summary>
-    /// [DEBUG] Force battle defeat for testing game over
-    /// </summary>
-    [ContextMenu("Test Battle Defeat")]
-    public void TestBattleDefeat()
-    {
-        Debug.Log("🧪 [TEST] Forcing battle defeat to test game over screen");
-
-        // Kill all players for testing
-        foreach (var player in playerCharacters)
-        {
-            if (player != null)
-            {
-                var character = player.GetComponent<Character>();
-                if (character != null && !character.IsDead)
-                {
-                    // Force player death for testing
-                    character.TakeDamage(1000);
-                }
-            }
-        }
-
-        // Manually trigger defeat
-        HandlePlayerDefeat(playerCharacters);
-    }
 
     /// <summary>
     /// [PUBLIC] Manually trigger return to map - can be called by UI buttons or debug scripts
     /// </summary>
     public void ManualReturnToMap()
     {
-        Debug.Log("🗺️ [MANUAL] Manual return to map requested");
-
         // Save any updated team data back to the game state
         SaveBattleResults();
 
@@ -730,13 +658,11 @@ public class GameManager : MonoBehaviour
 
                     // Set high acceleration to reach max speed quickly
                     agent.acceleration = agent.speed * 3.0f; // Reach max speed in ~0.33 seconds
-                    Debug.Log($"🚀 MOVEMENT DEBUG - {character.CharacterName}: MovementSpeed={character.MovementSpeed}, AgentSpeed={agent.speed:F1}, Acceleration={agent.acceleration:F1}, TimeScale={Time.timeScale}");
                 }
                 else
                 {
                     agent.speed = 1.75f; // Default speed if no character component (halved)
                     agent.acceleration = 5.25f; // Default acceleration (halved)
-                    Debug.Log($"🚀 MOVEMENT DEBUG - {playerGO.name}: DEFAULT AgentSpeed={agent.speed:F1}, Acceleration={agent.acceleration:F1}, TimeScale={Time.timeScale}");
                 }
 
                 agent.SetDestination(targetPosition);
@@ -927,8 +853,6 @@ public class GameManager : MonoBehaviour
             }
         }
 
-        Debug.Log($"🏃 MOVEMENT PHASE START - TimeScale={Time.timeScale}, ActiveMovements={activeMovements.Count}, Duration={movementDuration}");
-
         while (elapsedTime < movementDuration && Time.timeScale > 0 && activeMovements.Count > 0)
         {
             var agentsToRemove = new List<NavMeshAgent>();
@@ -952,7 +876,6 @@ public class GameManager : MonoBehaviour
                 {
                     Character character = agent.GetComponent<Character>();
                     string charName = character != null ? character.CharacterName : agent.gameObject.name;
-                    Debug.Log($"🏃‍♂️ VELOCITY - {charName}: Speed={agent.speed:F1}, Velocity={agent.velocity.magnitude:F2}, Distance={distanceToTarget:F1}");
                 }
 
                 if (distanceToTarget <= attackRange)

+ 0 - 65
Assets/Scripts/BattleScene/PlayerDecisionController .cs

@@ -59,7 +59,6 @@ public class PlayerDecisionController : MonoBehaviour
         // Refresh stats display if panel is visible and character is selected
         if (isStatsPanelVisible && selectedCharacter != null)
         {
-            Debug.Log("🔄 Refreshing stats after battle setup completion");
             UpdateCharacterStatsDisplay(selectedCharacter);
         }
     }
@@ -152,8 +151,6 @@ public class PlayerDecisionController : MonoBehaviour
             isDragging = true;
             dragStartPosition = clickedCharacter.transform.position;
 
-            Debug.Log($"🖱️ Starting drag from character {clickedCharacter.CharacterName}");
-
             // Update character stats display if panel is visible
             UpdateCharacterStatsDisplay(clickedCharacter);
 
@@ -172,7 +169,6 @@ public class PlayerDecisionController : MonoBehaviour
             {
                 isDragging = true;
                 targetingLine.StartTargeting(selectedCharacter.transform.position);
-                Debug.Log($"🎯 Started move targeting for {selectedCharacter.CharacterName}");
             }
         }
     }
@@ -213,7 +209,6 @@ public class PlayerDecisionController : MonoBehaviour
                 selectedCharacter.actionData.SetAttackTarget(enemyAtMouse);
                 UpdateEnhancedActionData(selectedCharacter, BattleActionType.Attack, enemyAtMouse, mouseWorldPos);
                 selectedCharacter.SetVisualState(selectedCharacter.actionData.state);
-                Debug.Log($"⚔️ Attack target set for {selectedCharacter.CharacterName}");
             }
             else
             {
@@ -231,19 +226,6 @@ public class PlayerDecisionController : MonoBehaviour
                     UpdateEnhancedActionData(selectedCharacter, BattleActionType.Move, null, mouseWorldPos);
                     selectedCharacter.SetVisualState(selectedCharacter.actionData.state);
 
-                    if (isActionWheelMove)
-                    {
-                        Debug.Log($"👟 Move target set for {selectedCharacter.CharacterName} (action wheel mode)");
-                    }
-                    else
-                    {
-                        Debug.Log($"👟 Move target set for {selectedCharacter.CharacterName} (dragged {dragDistance:F1} units)");
-                    }
-                }
-                else
-                {
-                    // User just clicked on character without dragging - don't set any action
-                    Debug.Log($"🖱️ Character {selectedCharacter.CharacterName} selected (clicked without dragging)");
                 }
             }
 
@@ -267,7 +249,6 @@ public class PlayerDecisionController : MonoBehaviour
             {
                 integration.OnTargetingComplete(selectedCharacter);
             }
-            Debug.Log($"👆 Character {selectedCharacter.CharacterName} selected (no action set)");
             // Don't clear selectedCharacter here - let integration handle it
         }
 
@@ -358,20 +339,9 @@ public class PlayerDecisionController : MonoBehaviour
 
         if (Physics.Raycast(ray, out hit, 200f, enemyLayerMask))
         {
-            Debug.Log($"🎯 Enemy detected: {hit.collider.gameObject.name} on layer {hit.collider.gameObject.layer}");
             return hit.collider.gameObject;
         }
 
-        // Debug: Check what we're hitting without layer mask
-        if (Physics.Raycast(ray, out hit, 200f))
-        {
-            Debug.Log($"🔍 Hit object: {hit.collider.gameObject.name} on layer {hit.collider.gameObject.layer} (not enemy layer)");
-        }
-        else
-        {
-            Debug.Log($"❌ No raycast hit detected at mouse position");
-        }
-
         return null;
     }
 
@@ -450,8 +420,6 @@ public class PlayerDecisionController : MonoBehaviour
     /// </summary>
     public void ResetState()
     {
-        Debug.Log("🔄 PlayerDecisionController: Resetting state");
-
         if (isDragging && targetingLine != null)
         {
             targetingLine.StopTargeting();
@@ -460,8 +428,6 @@ public class PlayerDecisionController : MonoBehaviour
         selectedCharacter = null;
         isDragging = false;
         isEnabled = true;
-
-        Debug.Log("✅ PlayerDecisionController: State reset complete");
     }
 
     public void ShowActiveActionLines()
@@ -531,8 +497,6 @@ public class PlayerDecisionController : MonoBehaviour
         var enhancedData = character.GetEnhancedActionData<EnhancedCharacterActionData>();
         if (enhancedData != null)
         {
-            Debug.Log($"🔄 Updating enhanced action data for {character.CharacterName}: {actionType}");
-
             // Update the enhanced action data to match the targeting result
             enhancedData.actionType = actionType;
             enhancedData.state = ActionDecisionState.ActionSelected;
@@ -541,19 +505,13 @@ public class PlayerDecisionController : MonoBehaviour
             {
                 enhancedData.targetEnemy = targetEnemy;
                 enhancedData.targetPosition = Vector3.zero;
-                Debug.Log($"🗡️ Enhanced data updated for attack on {targetEnemy.name}");
             }
             else if (actionType == BattleActionType.Move)
             {
                 enhancedData.targetPosition = targetPosition;
                 enhancedData.targetEnemy = null;
-                Debug.Log($"👟 Enhanced data updated for move to {targetPosition}");
             }
         }
-        else
-        {
-            Debug.Log($"ℹ️ No enhanced action data found for {character.CharacterName}");
-        }
     }
 
     /// <summary>
@@ -562,8 +520,6 @@ public class PlayerDecisionController : MonoBehaviour
     /// </summary>
     public void StartTargetingForCharacter(Character character, BattleActionType actionType)
     {
-        Debug.Log($"🎯 StartTargetingForCharacter called: {character.CharacterName} -> {actionType}");
-
         selectedCharacter = character;
         dragStartPosition = character.transform.position;
 
@@ -592,7 +548,6 @@ public class PlayerDecisionController : MonoBehaviour
         // Start the targeting line
         targetingLine.StartTargeting(dragStartPosition);
 
-        Debug.Log($"✅ Targeting mode active for {character.CharacterName} - {actionType}");
     }
 
     /// <summary>
@@ -609,7 +564,6 @@ public class PlayerDecisionController : MonoBehaviour
             selectedCharacter = null;
             isDragging = false;
 
-            Debug.Log("❌ Targeting cancelled");
         }
     }
 
@@ -634,7 +588,6 @@ public class PlayerDecisionController : MonoBehaviour
         if (characterStatsUXML != null)
         {
             uiDocument.visualTreeAsset = characterStatsUXML;
-            Debug.Log("✓ Character Stats UI: UXML asset applied");
         }
 
         // Check if we have content from UXML or need to create programmatically
@@ -653,7 +606,6 @@ public class PlayerDecisionController : MonoBehaviour
 
         if (statsPanel == null)
         {
-            Debug.LogWarning("Stats panel not found, creating fallback");
             CreateCharacterStatsPanelProgrammatically();
             statsPanel = uiDocument.rootVisualElement.Q("character-stats-container");
         }
@@ -662,7 +614,6 @@ public class PlayerDecisionController : MonoBehaviour
         if (characterStatsUSS != null && !uiDocument.rootVisualElement.styleSheets.Contains(characterStatsUSS))
         {
             uiDocument.rootVisualElement.styleSheets.Add(characterStatsUSS);
-            Debug.Log("✓ Character Stats UI: USS stylesheet applied");
         }
 
         // Hide panel initially
@@ -671,7 +622,6 @@ public class PlayerDecisionController : MonoBehaviour
             statsPanel.style.display = DisplayStyle.None;
         }
 
-        Debug.Log("Character Stats UI setup complete");
     }
 
     private void CreateCharacterStatsPanelProgrammatically()
@@ -797,7 +747,6 @@ public class PlayerDecisionController : MonoBehaviour
     {
         if (selectedCharacter != null && isStatsPanelVisible)
         {
-            Debug.Log("🔄 Force refreshing character stats display");
             UpdateCharacterStatsDisplay(selectedCharacter);
         }
     }
@@ -809,8 +758,6 @@ public class PlayerDecisionController : MonoBehaviour
         isStatsPanelVisible = !isStatsPanelVisible;
         statsPanel.style.display = isStatsPanelVisible ? DisplayStyle.Flex : DisplayStyle.None;
 
-        Debug.Log($"📊 Character stats panel: {(isStatsPanelVisible ? "Shown" : "Hidden")}");
-
         // Update display when showing panel
         if (isStatsPanelVisible && selectedCharacter != null)
         {
@@ -822,12 +769,6 @@ public class PlayerDecisionController : MonoBehaviour
     {
         if (statsPanel == null || !isStatsPanelVisible) return;
 
-        Debug.Log($"🔄 Updating stats display for {character.CharacterName}");
-        Debug.Log($"   Character component reference: {character.GetInstanceID()}");
-        Debug.Log($"   Character object name: {character.gameObject.name}");
-        Debug.Log($"   Character stats: STR:{character.Strength} DEX:{character.Dexterity} CON:{character.Constitution} WIS:{character.Wisdom} PER:{character.Perception}");
-        Debug.Log($"   Movement Speed: {character.MovementSpeed}");
-
         // Update character info
         var nameLabel = statsPanel.Q<Label>("character-name");
         var levelLabel = statsPanel.Q<Label>("character-level");
@@ -853,7 +794,6 @@ public class PlayerDecisionController : MonoBehaviour
         float agentSpeed = agent != null ? agent.speed : 0f;
         UpdateStatLabel("agent-speed-stat", $"Agent Speed: {agentSpeed:F1}");
 
-        Debug.Log($"📊 Updated stats display for {character.CharacterName}");
     }
     private void UpdateStatLabel(string elementName, string text)
     {
@@ -871,7 +811,6 @@ public class PlayerDecisionController : MonoBehaviour
         if (mainSettings != null)
         {
             uiDoc.panelSettings = mainSettings;
-            Debug.Log("✓ Character Stats UI: Applied MainSettings from Resources");
             return;
         }
 
@@ -880,7 +819,6 @@ public class PlayerDecisionController : MonoBehaviour
         if (existingUI?.panelSettings != null)
         {
             uiDoc.panelSettings = existingUI.panelSettings;
-            Debug.Log("✓ Character Stats UI: Panel Settings assigned from TravelUI");
             return;
         }
 
@@ -892,7 +830,6 @@ public class PlayerDecisionController : MonoBehaviour
             if (mainUIDoc?.panelSettings != null)
             {
                 uiDoc.panelSettings = mainUIDoc.panelSettings;
-                Debug.Log("✓ Character Stats UI: Panel Settings assigned from MainTeamSelectScript");
                 return;
             }
         }
@@ -904,7 +841,6 @@ public class PlayerDecisionController : MonoBehaviour
             if (doc.panelSettings != null && doc != uiDoc)
             {
                 uiDoc.panelSettings = doc.panelSettings;
-                Debug.Log($"✓ Character Stats UI: Panel Settings assigned from {doc.gameObject.name}");
                 return;
             }
         }
@@ -919,7 +855,6 @@ public class PlayerDecisionController : MonoBehaviour
             if (settings != null)
             {
                 uiDoc.panelSettings = settings;
-                Debug.Log($"✓ Character Stats UI: Panel Settings auto-assigned: {settings.name}");
                 return;
             }
         }

+ 1 - 17
Assets/Scripts/BattleScene/PostBattleLootSystem.cs

@@ -23,7 +23,7 @@ public class PostBattleLootSystem : MonoBehaviour
     public int baseCopperReward = 25;
 
     [Header("Debug Settings")]
-    public bool showDebugLogs = true;
+    public bool showDebugLogs = false;
 
     [Header("Item Distribution Settings")]
     public bool enablePlayerItemSelection = true; // Allow manual item distribution
@@ -601,18 +601,6 @@ public class PostBattleLootSystem : MonoBehaviour
         }
         else
         {
-            // Fallback to console-based looting for now
-            Debug.Log("💰 === POST-BATTLE LOOT ===");
-            foreach (var enemy in lootableEnemies)
-            {
-                Debug.Log($"💰 {enemy.enemyName}: {enemy.goldReward}g {enemy.silverReward}s {enemy.copperReward}c");
-                foreach (var item in enemy.dropItems)
-                {
-                    Debug.Log($"💰   - {item}");
-                }
-            }
-            Debug.Log("💰 ========================");
-
             // Auto-loot everything for now
             AutoLootAll();
         }
@@ -999,7 +987,6 @@ public class PostBattleLootSystem : MonoBehaviour
         var survivingPlayers = GetSurvivingPlayers();
         if (survivingPlayers.Count == 0)
         {
-            Debug.LogWarning("💰 No surviving players to distribute currency to!");
             return;
         }
 
@@ -1033,7 +1020,6 @@ public class PostBattleLootSystem : MonoBehaviour
                     int finalGold = goldPerPlayer + (i < goldRemainder ? 1 : 0);
                     int finalSilver = silverPerPlayer + (i < silverRemainder ? 1 : 0);
                     int finalCopper = copperPerPlayer + (i < copperRemainder ? 1 : 0);
-                    Debug.Log($"💰 {playerCharacter.CharacterName} received: {finalGold}g {finalSilver}s {finalCopper}c");
                 }
             }
         }
@@ -1047,7 +1033,6 @@ public class PostBattleLootSystem : MonoBehaviour
         var survivingPlayers = GetSurvivingPlayers();
         if (survivingPlayers.Count == 0)
         {
-            Debug.LogWarning("💰 No surviving players for item distribution!");
             FinishLooting();
             return;
         }
@@ -1210,7 +1195,6 @@ public class PostBattleLootSystem : MonoBehaviour
                 // Update all buttons in this row to show selection
                 UpdatePlayerButtonVisuals(playerButtons, playerIndex);
 
-                Debug.Log($"💰 Assigned {itemName} to {character.CharacterName}");
             });
 
             playerBtn.text = character.CharacterName;

+ 1 - 9
Assets/Scripts/BattleScene/SimpleActionWheel.cs

@@ -9,7 +9,7 @@ public class SimpleActionWheel : MonoBehaviour
 {
     [Header("Settings")]
     public KeyCode toggleKey = KeyCode.Q;
-    public bool showDebugGUI = true;
+    public bool showDebugGUI = false;
 
     private Character currentCharacter;
     private bool isVisible = false;
@@ -198,36 +198,28 @@ public class SimpleActionWheel : MonoBehaviour
 
     private void OnActionButtonClicked(BattleActionType actionType)
     {
-        Debug.Log($"🎯 Action button clicked: {actionType}");
-        Debug.Log($"🎯 OnActionSelected event has {(OnActionSelected != null ? OnActionSelected.GetInvocationList().Length : 0)} subscribers");
-
         OnActionSelected?.Invoke(actionType);
 
-        Debug.Log($"🎯 Event invoked, hiding wheel...");
         HideWheel();
     }
 
     public void ShowWheelForCharacter(Character character)
     {
-        Debug.Log($"🎮 SimpleActionWheel.ShowWheelForCharacter called with: {(character != null ? character.CharacterName : "NULL")}");
 
         if (character == null)
         {
-            Debug.LogWarning("Cannot show action wheel: character is null");
             return;
         }
 
         currentCharacter = character;
         isVisible = true;
 
-        Debug.Log($"🎮 Simple action wheel shown for {character.CharacterName} - isVisible: {isVisible}");
     }
     public void HideWheel()
     {
         isVisible = false;
         currentCharacter = null;
 
-        Debug.Log("🎮 Simple action wheel hidden");
     }
 
     private Character FindSelectedCharacter()

+ 0 - 4
Assets/Scripts/BattleScene/SpellSelectionUI.cs

@@ -67,8 +67,6 @@ public class SpellSelectionUI : MonoBehaviour
 
         PopulateSpellList();
         SetVisible(true);
-
-        Debug.Log($"✨ Spell selection shown for {character.CharacterName}");
     }
 
     public void HideSelection()
@@ -76,8 +74,6 @@ public class SpellSelectionUI : MonoBehaviour
         SetVisible(false);
         ClearSpellList();
         currentCharacter = null;
-
-        Debug.Log("✨ Spell selection hidden");
     }
 
     private void PopulateSpellList()

+ 0 - 8
Assets/Scripts/BattleScene/UIToolkitActionWheel.cs

@@ -71,10 +71,6 @@ public class UIToolkitActionWheel : MonoBehaviour
                 {
                     ShowWheelForCharacter(selectedCharacter);
                 }
-                else
-                {
-                    Debug.Log("⚠️ No character selected for action wheel");
-                }
             }
         }
 
@@ -218,7 +214,6 @@ public class UIToolkitActionWheel : MonoBehaviour
 
     private void OnActionButtonClicked(BattleActionType actionType)
     {
-        Debug.Log($"🎯 Action selected: {actionType}");
         OnActionSelected?.Invoke(actionType);
         HideWheel();
     }
@@ -227,14 +222,12 @@ public class UIToolkitActionWheel : MonoBehaviour
     {
         if (character == null)
         {
-            Debug.LogWarning("Cannot show action wheel: character is null");
             return;
         }
 
         currentCharacter = character;
         SetVisible(true);
 
-        Debug.Log($"🎮 Action wheel shown for {character.CharacterName}");
     }
 
     public void HideWheel()
@@ -242,7 +235,6 @@ public class UIToolkitActionWheel : MonoBehaviour
         SetVisible(false);
         OnWheelClosed?.Invoke();
 
-        Debug.Log("🎮 Action wheel hidden");
     }
 
     private void SetVisible(bool visible)

+ 0 - 1
Assets/Scripts/BattleSetup/BattleSetupMenu.cs

@@ -85,7 +85,6 @@ public class BattleSetupMenu : MonoBehaviour
 
     void BackToTeamSelect()
     {
-        Debug.Log("Returning to team selection...");
         SceneManager.LoadScene("MainTeamSelectScene");
     }
 

+ 0 - 77
Assets/Scripts/BattleSetup/CombatDataTransfer.cs

@@ -99,18 +99,9 @@ public static class CombatDataTransfer
                         ? teamChar.weapons[0]
                         : "Fists";
 
-                Debug.Log($"🔧 FromTeamCharacter: Character '{teamChar.name}' - equippedWeapon: '{teamChar.equippedWeapon}', weapons list: [{(teamChar.weapons != null ? string.Join(", ", teamChar.weapons) : "null")}], resolved to: '{combatData.equippedWeapon}'");
 
                 // Try to find the actual WeaponItem for the equipped weapon
                 combatData.equippedWeaponItem = FindWeaponItem(combatData.equippedWeapon);
-                if (combatData.equippedWeaponItem != null)
-                {
-                    Debug.Log($"🔧 Team character {teamChar.name}: Found WeaponItem '{combatData.equippedWeaponItem.itemName}' for weapon '{combatData.equippedWeapon}'");
-                }
-                else if (combatData.equippedWeapon != "Fists")
-                {
-                    Debug.LogWarning($"⚠️ Team character {teamChar.name}: Could not find WeaponItem for '{combatData.equippedWeapon}' - will use string fallback");
-                }
 
                 combatData.equippedArmor = teamChar.equippedArmor;
 
@@ -166,13 +157,11 @@ public static class CombatDataTransfer
                 {
                     combatData.preferredWeapon = enemyData.preferredWeapon.weaponType.ToString();
                     combatData.preferredWeaponItem = enemyData.preferredWeapon; // Store actual WeaponItem
-                    Debug.Log($"🔧 Enemy {enemyData.enemyName}: WeaponItem.weaponType = {enemyData.preferredWeapon.weaponType} -> '{combatData.preferredWeapon}'");
                 }
                 else
                 {
                     combatData.preferredWeapon = "Fists"; // Default fallback
                     combatData.preferredWeaponItem = null;
-                    Debug.Log($"🔧 Enemy {enemyData.enemyName}: No preferredWeapon assigned -> defaulting to 'Fists'");
                 }
 
                 combatData.sourceData = enemyData;
@@ -229,7 +218,6 @@ public static class CombatDataTransfer
             }
         }
 
-        Debug.Log($"🎯 Combat session initialized: {currentSession.playerTeam.Count} players vs {currentSession.enemies.Count} enemies on {currentSession.battleTerrain} terrain");
     }
 
     /// <summary>
@@ -256,7 +244,6 @@ public static class CombatDataTransfer
     public static void ClearSession()
     {
         currentSession = null;
-        Debug.Log("🧹 Combat session cleared");
     }
 
     /// <summary>
@@ -315,7 +302,6 @@ public static class CombatDataTransfer
         foreach (var player in currentSession.playerTeam)
         {
             string weaponType = !string.IsNullOrEmpty(player.equippedWeapon) ? player.equippedWeapon : "Fists";
-            Debug.Log($"🔧 Player {player.characterName}: equippedWeapon='{player.equippedWeapon}' -> weaponType='{weaponType}'");
             BattleSetupData.playerSelections.Add(new CharacterSelection
             {
                 characterName = player.characterName,
@@ -327,7 +313,6 @@ public static class CombatDataTransfer
         foreach (var enemy in currentSession.enemies)
         {
             string weaponType = !string.IsNullOrEmpty(enemy.preferredWeapon) ? enemy.preferredWeapon : "Fists";
-            Debug.Log($"🔧 Enemy {enemy.enemyName}: preferredWeapon='{enemy.preferredWeapon}' -> weaponType='{weaponType}'");
             BattleSetupData.enemySelections.Add(new CharacterSelection
             {
                 characterName = enemy.enemyName,
@@ -335,36 +320,6 @@ public static class CombatDataTransfer
             });
         }
 
-        Debug.Log($"✅ Legacy battle setup data populated: {BattleSetupData.playerSelections.Count} players, {BattleSetupData.enemySelections.Count} enemies");
-    }
-
-    /// <summary>
-    /// Debug method to log current session information
-    /// </summary>
-    [System.Diagnostics.Conditional("UNITY_EDITOR")]
-    public static void DebugLogSession()
-    {
-        if (currentSession == null)
-        {
-            Debug.Log("🔍 No active combat session");
-            return;
-        }
-
-        Debug.Log("=== COMBAT SESSION DEBUG ===");
-        Debug.Log($"📍 Location: {currentSession.battleLocation}");
-        Debug.Log($"🌍 Terrain: {currentSession.battleTerrain} / {currentSession.battleFeature}");
-        Debug.Log($"🌤️ Weather: {currentSession.weather} at {currentSession.timeOfDay:F1}h");
-        Debug.Log($"👥 Players: {currentSession.playerTeam.Count}");
-        foreach (var player in currentSession.playerTeam)
-        {
-            Debug.Log($"  - {player.characterName} (HP: {player.currentHealth}/{player.maxHealth}, AC: {player.armorClass}, Weapon: {player.equippedWeapon})");
-        }
-        Debug.Log($"👹 Enemies: {currentSession.enemies.Count}");
-        foreach (var enemy in currentSession.enemies)
-        {
-            Debug.Log($"  - {enemy.enemyName} (HP: {enemy.currentHealth}/{enemy.maxHealth}, AC: {enemy.armorClass}, Threat: {enemy.threatLevel})");
-        }
-        Debug.Log("=== END COMBAT SESSION ===");
     }
 
     /// <summary>
@@ -374,41 +329,26 @@ public static class CombatDataTransfer
     {
         if (string.IsNullOrEmpty(weaponIdentifier) || weaponIdentifier == "Fists")
         {
-            Debug.Log($"🔍 FindWeaponItem: Skipping '{weaponIdentifier}' (null/empty/Fists)");
             return null;
         }
 
-        Debug.Log($"🔍 FindWeaponItem: Looking for weapon '{weaponIdentifier}'");
 
         // Load all WeaponItem assets from Resources folders
         WeaponItem[] allWeapons = Resources.LoadAll<WeaponItem>("");
-        Debug.Log($"🔍 FindWeaponItem: Found {allWeapons.Length} WeaponItem assets in Resources");
-
-        // Debug: List all available weapons
-        foreach (var weapon in allWeapons)
-        {
-            if (weapon != null)
-            {
-                Debug.Log($"  📋 Available weapon: '{weapon.itemName}' (type: {weapon.weaponType})");
-            }
-        }
 
         // First try exact name match
         foreach (var weapon in allWeapons)
         {
             if (weapon != null && string.Equals(weapon.itemName, weaponIdentifier, System.StringComparison.OrdinalIgnoreCase))
             {
-                Debug.Log($"✅ FindWeaponItem: Found exact match for '{weaponIdentifier}' -> '{weapon.itemName}'");
                 return weapon;
             }
         }
 
-        Debug.Log($"⚠️ FindWeaponItem: No exact name match for '{weaponIdentifier}', trying weapon type match...");
 
         // Then try weapon type match
         if (System.Enum.TryParse<WeaponType>(weaponIdentifier, true, out WeaponType weaponType))
         {
-            Debug.Log($"🔍 FindWeaponItem: Parsed '{weaponIdentifier}' as WeaponType.{weaponType}");
 
             // Look for a weapon of this type, prefer "Simple" variants
             WeaponItem simpleWeapon = null;
@@ -419,35 +359,19 @@ public static class CombatDataTransfer
                 if (weapon != null && weapon.weaponType == weaponType)
                 {
                     anyWeapon = weapon; // Keep track of any weapon of this type
-                    Debug.Log($"  🎯 Found weapon of type {weaponType}: '{weapon.itemName}'");
 
                     // Prefer simple/basic weapons
                     if (weapon.itemName.ToLower().Contains("simple") || weapon.itemName.ToLower().Contains("basic"))
                     {
                         simpleWeapon = weapon;
-                        Debug.Log($"  ⭐ Preferred simple weapon: '{weapon.itemName}'");
                         break; // Found preferred weapon, stop searching
                     }
                 }
             }
 
             WeaponItem result = simpleWeapon ?? anyWeapon;
-            if (result != null)
-            {
-                Debug.Log($"✅ FindWeaponItem: Found weapon by type '{weaponIdentifier}' -> '{result.itemName}'");
-            }
-            else
-            {
-                Debug.LogWarning($"❌ FindWeaponItem: No weapon found for type '{weaponType}'");
-            }
             return result;
         }
-        else
-        {
-            Debug.LogWarning($"❌ FindWeaponItem: Could not parse '{weaponIdentifier}' as WeaponType enum");
-        }
-
-        Debug.LogError($"❌ FindWeaponItem: No weapon found for '{weaponIdentifier}'");
         return null;
     }
 
@@ -455,7 +379,6 @@ public static class CombatDataTransfer
     {
         if (sessionData == null)
         {
-            Debug.LogError($"❌ SetCombatSession: Invalid session data");
             return;
         }
 

+ 1 - 11
Assets/Scripts/BattleSetup/CombatSceneManager.cs

@@ -18,7 +18,7 @@ public class CombatSceneManager : MonoBehaviour
     public BFMTerrainGenerator terrainGenerator;
 
     [Header("Debug Settings")]
-    public bool showDebugLogs = true;
+    public bool showDebugLogs = false;
 
     // Singleton instance
     public static CombatSceneManager Instance { get; private set; }
@@ -56,28 +56,18 @@ public class CombatSceneManager : MonoBehaviour
     /// </summary>
     public void StartCombatEncounter(BattleEventData battleData, TravelEventContext context)
     {
-        if (showDebugLogs)
-        {
-            Debug.Log("⚔️ CombatSceneManager: Starting combat encounter...");
-        }
 
         // Get team members from the game state
         List<TeamCharacter> teamMembers = GetCurrentTeamMembers();
 
         if (teamMembers == null || teamMembers.Count == 0)
         {
-            Debug.LogError("❌ No team members found! Cannot start combat.");
             return;
         }
 
         // Initialize the combat session data
         CombatDataTransfer.InitializeCombatSession(battleData, context, teamMembers);
 
-        if (showDebugLogs)
-        {
-            CombatDataTransfer.DebugLogSession();
-        }
-
         // Populate legacy battle setup data for compatibility
         CombatDataTransfer.PopulateLegacyBattleSetupData();
 

+ 0 - 40
Assets/Scripts/Camera/TeamMarkerCameraController.cs

@@ -91,11 +91,6 @@ public class TeamMarkerCameraController : MonoBehaviour
             ZoomToFullMap();
         }
 
-        // Show help
-        if (Input.GetKeyDown(showHelpKey))
-        {
-            ShowHelp();
-        }
     }
 
     private void HandleSmoothMovement()
@@ -111,7 +106,6 @@ public class TeamMarkerCameraController : MonoBehaviour
         if (positionDistance < 0.5f && zoomDistance < 0.5f)
         {
             isMovingToTarget = false;
-            Debug.Log("🎯 Camera movement complete");
         }
     }
 
@@ -137,17 +131,8 @@ public class TeamMarkerCameraController : MonoBehaviour
                 targetZoom = focusZoomLevel;
                 isMovingToTarget = true;
 
-                Debug.Log($"🎯 Centering camera on team marker at position: {teamPos}");
-            }
-            else
-            {
-                Debug.LogWarning("⚠️ Team marker object not found!");
             }
         }
-        else
-        {
-            Debug.LogWarning("⚠️ Team placement not found or team not placed!");
-        }
     }
 
     /// <summary>
@@ -168,7 +153,6 @@ public class TeamMarkerCameraController : MonoBehaviour
         }
 
         // Last resort: Use a reasonable default size
-        Debug.LogWarning("⚠️ Could not find map data, using default map size for full view");
         SetFullMapView(100, 100);
     }
 
@@ -187,7 +171,6 @@ public class TeamMarkerCameraController : MonoBehaviour
 
         isMovingToTarget = true;
 
-        Debug.Log($"🗺️ Zooming to full map: Size {mapWidth}x{mapHeight}, Zoom: {targetZoom}");
     }
 
     /// <summary>
@@ -202,19 +185,6 @@ public class TeamMarkerCameraController : MonoBehaviour
         }
     }
 
-    /// <summary>
-    /// Show help information in console
-    /// </summary>
-    private void ShowHelp()
-    {
-        Debug.Log("🎮 Team Marker Camera Controls:\n" +
-                 $"- {centerOnTeamKey}: Center camera on team marker\n" +
-                 $"- {zoomToFullMapKey}: Zoom out to show full map\n" +
-                 $"- {showHelpKey}: Show this help\n" +
-                 "- Mouse wheel: Zoom in/out\n" +
-                 "- WASD/Arrow keys: Move camera (if supported by main controller)\n" +
-                 "- Middle mouse: Drag camera (if supported by main controller)");
-    }
 
     /// <summary>
     /// Stop any automatic camera movement (useful when user wants manual control)
@@ -234,14 +204,4 @@ public class TeamMarkerCameraController : MonoBehaviour
         teamPlacement = FindFirstObjectByType<SimpleTeamPlacement>();
     }
 
-    void OnEnable()
-    {
-        // Show brief help when component is enabled
-        Invoke(nameof(ShowBriefHelp), 1f);
-    }
-
-    private void ShowBriefHelp()
-    {
-        Debug.Log($"🎯 Team Marker Camera Controller enabled! Press {showHelpKey} for help.");
-    }
 }

+ 0 - 5
Assets/Scripts/Characters/HumanCharacter.cs

@@ -24,11 +24,6 @@ public class HumanCharacter : Character
             MovementSpeed = 10;
             ArmorClass = 10;
 
-            Debug.Log($"🔧 Applied default stats to {CharacterName}");
-        }
-        else
-        {
-            Debug.Log($"🔧 Skipping default stats for {CharacterName} - combat data already applied (STR:{Strength})");
         }
     }
 

+ 1 - 100
Assets/Scripts/Debug/BattleSceneDebugHelper.cs

@@ -9,7 +9,7 @@ public class BattleSceneDebugHelper : MonoBehaviour
 {
     [Header("Debug Controls")]
     [Tooltip("Enable debug mode to show additional logging and controls")]
-    public bool enableDebugMode = true;
+    public bool enableDebugMode = false;
 
     [Header("Scene Testing")]
     [Tooltip("Name of the map scene to return to")]
@@ -18,95 +18,8 @@ public class BattleSceneDebugHelper : MonoBehaviour
     private void Update()
     {
         if (!enableDebugMode) return;
-
-        // Debug hotkeys
-        if (Input.GetKeyDown(KeyCode.F1))
-        {
-            TestSceneTransition();
-        }
-
-        if (Input.GetKeyDown(KeyCode.F2))
-        {
-            ForcePlayerVictory();
-        }
-
-        if (Input.GetKeyDown(KeyCode.F3))
-        {
-            TestReturnToMap();
-        }
-    }
-
-    [ContextMenu("Test Scene Transition")]
-    public void TestSceneTransition()
-    {
-        Debug.Log("🧪 [DEBUG] Testing scene transition to " + mapSceneName);
-
-        try
-        {
-            SceneManager.LoadScene(mapSceneName);
-            Debug.Log("✅ Scene transition initiated successfully");
-        }
-        catch (System.Exception e)
-        {
-            Debug.LogError($"❌ Scene transition failed: {e.Message}");
-        }
-    }
-
-    [ContextMenu("Force Player Victory")]
-    public void ForcePlayerVictory()
-    {
-        Debug.Log("🧪 [DEBUG] Forcing player victory...");
-
-        if (GameManager.Instance != null)
-        {
-            // Use the GameManager's test victory method if available
-            var method = typeof(GameManager).GetMethod("TestBattleVictory",
-                System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
-
-            if (method != null)
-            {
-                method.Invoke(GameManager.Instance, null);
-                Debug.Log("✅ Used GameManager.TestBattleVictory()");
-            }
-            else
-            {
-                Debug.LogWarning("⚠️ GameManager.TestBattleVictory() method not found");
-                // Manually kill all enemies
-                ForceKillAllEnemies();
-            }
-        }
-        else
-        {
-            Debug.LogError("❌ GameManager.Instance is null");
-        }
     }
 
-    [ContextMenu("Test Return to Map")]
-    public void TestReturnToMap()
-    {
-        Debug.Log("🧪 [DEBUG] Testing return to map via OnLootingComplete...");
-
-        if (GameManager.Instance != null)
-        {
-            // Call the OnLootingComplete method directly
-            var method = typeof(GameManager).GetMethod("OnLootingComplete",
-                System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
-
-            if (method != null)
-            {
-                method.Invoke(GameManager.Instance, null);
-                Debug.Log("✅ Called OnLootingComplete() via reflection");
-            }
-            else
-            {
-                Debug.LogError("❌ OnLootingComplete method not found");
-            }
-        }
-        else
-        {
-            Debug.LogError("❌ GameManager.Instance is null");
-        }
-    }
 
     private void ForceKillAllEnemies()
     {
@@ -162,18 +75,6 @@ public class BattleSceneDebugHelper : MonoBehaviour
         GUILayout.BeginArea(new Rect(10, 10, 300, 200));
         GUILayout.Label("Battle Debug Controls", GUI.skin.box);
 
-        if (GUILayout.Button("F1: Test Scene Transition"))
-            TestSceneTransition();
-
-        if (GUILayout.Button("F2: Force Player Victory"))
-            ForcePlayerVictory();
-
-        if (GUILayout.Button("F3: Test Return to Map"))
-            TestReturnToMap();
-
-        if (GUILayout.Button("Debug Battle State"))
-            DebugBattleState();
-
         GUILayout.Label("Hotkeys: F1, F2, F3");
         GUILayout.EndArea();
     }

+ 1 - 1
Assets/Scripts/Debug/MapAreaVisualizer.cs

@@ -20,7 +20,7 @@ public class MapAreaVisualizer : MonoBehaviour
     public float bottomUIHeight = 0f;
 
     [Header("Visualization")]
-    public bool showDebugInfo = true;
+    public bool showDebugInfo = false;
     public Color mapAreaColor = Color.green;
     public Color uiAreaColor = Color.red;
 

+ 2 - 2
Assets/Scripts/Debug/QuestSystemDebugger.cs

@@ -7,8 +7,8 @@ using System.Linq;
 public class QuestSystemDebugger : MonoBehaviour
 {
     [Header("Debug Options")]
-    public bool enableDebugLogs = true;
-    public bool autoDebugOnStart = true;
+    public bool enableDebugLogs = false;
+    public bool autoDebugOnStart = false;
 
     private void Start()
     {

+ 0 - 48
Assets/Scripts/Debug/QuickTravelSystemSetup.cs

@@ -9,16 +9,11 @@ public class QuickTravelSystemSetup : MonoBehaviour
     [ContextMenu("Setup Travel System")]
     public void SetupTravelSystem()
     {
-        Debug.Log("🔧 Setting up Travel System...");
 
         // Find or create main components
         SetupTeamTravelSystem();
         SetupTravelDebugger();
 
-        Debug.Log("✅ Travel System setup complete!");
-        Debug.Log("💡 Use F8 to toggle travel system debug logs");
-        Debug.Log("💡 Use F9 to toggle debug overlay");
-        Debug.Log("💡 Click on the map to plan travel routes");
     }
 
     private void SetupTeamTravelSystem()
@@ -29,16 +24,10 @@ public class QuickTravelSystemSetup : MonoBehaviour
         {
             GameObject travelObj = new GameObject("TeamTravelSystem");
             travelSystem = travelObj.AddComponent<TeamTravelSystem>();
-            Debug.Log("✅ Created TeamTravelSystem");
-        }
-        else
-        {
-            Debug.Log("🔍 Found existing TeamTravelSystem");
         }
 
         // Enable debug logs by default
         travelSystem.showDebugLogs = true;
-        Debug.Log("✅ Enabled travel system debug logs");
     }
 
     private void SetupTravelDebugger()
@@ -49,47 +38,10 @@ public class QuickTravelSystemSetup : MonoBehaviour
         {
             GameObject debugObj = new GameObject("TravelSystemDebugger");
             debugger = debugObj.AddComponent<TravelSystemDebugger>();
-            Debug.Log("✅ Created TravelSystemDebugger");
-        }
-        else
-        {
-            Debug.Log("🔍 Found existing TravelSystemDebugger");
         }
 
         // Enable debug overlay by default
         debugger.enableDebugOverlay = true;
-        Debug.Log("✅ Enabled debug overlay");
     }
 
-    [ContextMenu("Test Travel System")]
-    public void TestTravelSystem()
-    {
-        Debug.Log("🧪 Testing Travel System Components...");
-
-        var mapMaker = FindFirstObjectByType<MapMaker2>();
-        var teamPlacement = FindFirstObjectByType<SimpleTeamPlacement>();
-        var travelSystem = FindFirstObjectByType<TeamTravelSystem>();
-
-        Debug.Log($"MapMaker2: {(mapMaker != null ? "✅ Found" : "❌ Missing")}");
-        Debug.Log($"SimpleTeamPlacement: {(teamPlacement != null ? "✅ Found" : "❌ Missing")}");
-        Debug.Log($"TeamTravelSystem: {(travelSystem != null ? "✅ Found" : "❌ Missing")}");
-
-        if (teamPlacement != null)
-        {
-            Debug.Log($"Team Placed: {(teamPlacement.IsTeamPlaced() ? "✅ Yes" : "❌ No")}");
-            if (teamPlacement.IsTeamPlaced())
-            {
-                Debug.Log($"Team Position: {teamPlacement.GetTeamPosition()}");
-            }
-        }
-
-        if (mapMaker?.GetMapData() != null)
-        {
-            var mapData = mapMaker.GetMapData();
-            Debug.Log($"Map Size: {mapData.Width}x{mapData.Height}");
-            Debug.Log($"Tile Size: {mapMaker.mapVisualizer?.tileSize ?? 1f}");
-        }
-
-        Debug.Log("🧪 Test complete");
-    }
 }

+ 1 - 1
Assets/Scripts/Debug/RuntimeQuestCreator.cs

@@ -11,7 +11,7 @@ public class RuntimeQuestCreator : MonoBehaviour
     public bool addToGuildOnStart = true;
 
     [Header("Debug")]
-    public bool enableDebugLogs = true;
+    public bool enableDebugLogs = false;
 
     private void Start()
     {

+ 1 - 1
Assets/Scripts/Debug/TravelSystemDebugger.cs

@@ -6,7 +6,7 @@ using UnityEngine;
 public class TravelSystemDebugger : MonoBehaviour
 {
     [Header("Debug Settings")]
-    public bool enableDebugOverlay = true;
+    public bool enableDebugOverlay = false;
     public bool showCoordinates = true;
     public bool showCameraInfo = true;
     public KeyCode toggleKey = KeyCode.F9;

+ 0 - 1
Assets/Scripts/Editor/CreateSampleItems.cs

@@ -23,7 +23,6 @@ public class CreateSampleItems
         AssetDatabase.SaveAssets();
         AssetDatabase.Refresh();
 
-        Debug.Log("Sample items created in Resources/Items folder!");
     }
 
     private static void CreateSimpleSword()

+ 0 - 7
Assets/Scripts/Editor/EnemyCharacterCreator.cs

@@ -120,7 +120,6 @@ public class EnemyCharacterCreator : EditorWindow
     {
         if (enemyData == null)
         {
-            Debug.LogError("Enemy data is null!");
             return;
         }
 
@@ -145,9 +144,6 @@ public class EnemyCharacterCreator : EditorWindow
             // Refresh asset database to show the new file
             AssetDatabase.Refresh();
 
-            Debug.Log($"✅ Generated enemy character script: {fileName}");
-            Debug.Log($"📁 Location: {fullPath}");
-
             // Select the generated file in the project window
             string assetPath = "Assets/Scripts/Characters/Enemies/Generated/" + fileName;
             Object asset = AssetDatabase.LoadAssetAtPath<Object>(assetPath);
@@ -188,7 +184,6 @@ public class EnemyCharacterCreator : EditorWindow
             Selection.activeObject = newEnemy;
             selectedEnemyData = newEnemy;
 
-            Debug.Log($"✅ Created new enemy data asset: {path}");
         }
     }
 }
@@ -217,8 +212,6 @@ public class RPGCharacterMenuItems
 
             Selection.activeObject = enemyData;
             EditorGUIUtility.PingObject(enemyData);
-
-            Debug.Log($"✅ Created enemy data asset: {path}");
         }
     }
 

+ 0 - 3
Assets/Scripts/Editor/EnemyWeaponMigrationTool.cs

@@ -117,7 +117,6 @@ public class EnemyWeaponMigrationTool : EditorWindow
             enemyAssets[i] = AssetDatabase.LoadAssetAtPath<EnemyCharacterData>(path);
         }
 
-        Debug.Log($"Found {enemyAssets.Length} EnemyCharacterData assets");
     }
 
     void CreateSampleWeaponItems()
@@ -174,7 +173,6 @@ public class EnemyWeaponMigrationTool : EditorWindow
         AssetDatabase.SaveAssets();
         AssetDatabase.Refresh();
 
-        Debug.Log("Created sample WeaponItem assets in " + folderPath);
         EditorUtility.DisplayDialog("Sample Weapons Created",
             $"Created sample weapon assets:\n• Enemy Sword\n• Enemy Bow\n• Enemy Dagger\n\nLocation: {folderPath}",
             "OK");
@@ -198,7 +196,6 @@ public class EnemyWeaponMigrationTool : EditorWindow
         AssetDatabase.SaveAssets();
         AssetDatabase.Refresh();
 
-        Debug.Log($"Updated {updatedCount} enemy assets");
         EditorUtility.DisplayDialog("Migration Complete",
             $"Successfully updated {updatedCount} enemy assets.\n\nAll changes have been saved.",
             "OK");

+ 40 - 41
Assets/Scripts/Editor/QuestCreatorHelper.cs

@@ -15,17 +15,16 @@ public class QuestCreatorHelper
         CreateRescueQuests();
         CreateRetrievalQuests();
         CreateExplorationQuests();
-        
+
         AssetDatabase.SaveAssets();
         AssetDatabase.Refresh();
-        
-        Debug.Log("✅ Sample quests created in Resources/Quests folder!");
+
     }
-    
+
     private static void CreateCombatQuests()
     {
         EnsureFolderExists("Assets/Resources/Quests/Combat");
-        
+
         // Easy Combat Quest
         var banditCamp = ScriptableObject.CreateInstance<Quest>();
         banditCamp.questTitle = "Clear the Bandit Camp";
@@ -39,7 +38,7 @@ public class QuestCreatorHelper
         banditCamp.renownReward = 10;
         banditCamp.renownPenalty = 5;
         banditCamp.questTags = new string[] { "combat", "bandits", "forest", "easy" };
-        
+
         banditCamp.goals.Add(new QuestGoal
         {
             description = "Defeat 3 Bandits",
@@ -47,7 +46,7 @@ public class QuestCreatorHelper
             targetName = "Bandit",
             targetCount = 3
         });
-        
+
         banditCamp.goals.Add(new QuestGoal
         {
             description = "Defeat the Bandit Leader",
@@ -55,9 +54,9 @@ public class QuestCreatorHelper
             targetName = "Bandit Chief",
             targetCount = 1
         });
-        
+
         AssetDatabase.CreateAsset(banditCamp, "Assets/Resources/Quests/Combat/ClearBanditCamp.asset");
-        
+
         // Hard Combat Quest
         var orcRaid = ScriptableObject.CreateInstance<Quest>();
         orcRaid.questTitle = "Orc Warband Threat";
@@ -73,7 +72,7 @@ public class QuestCreatorHelper
         orcRaid.renownPenalty = 15;
         orcRaid.minimumRenown = 15;
         orcRaid.questTags = new string[] { "combat", "orcs", "mountains", "hard" };
-        
+
         orcRaid.goals.Add(new QuestGoal
         {
             description = "Defeat 8 Orc Warriors",
@@ -81,7 +80,7 @@ public class QuestCreatorHelper
             targetName = "Orc Warrior",
             targetCount = 8
         });
-        
+
         orcRaid.goals.Add(new QuestGoal
         {
             description = "Defeat the Orc Warchief",
@@ -89,14 +88,14 @@ public class QuestCreatorHelper
             targetName = "Orc Warchief",
             targetCount = 1
         });
-        
+
         AssetDatabase.CreateAsset(orcRaid, "Assets/Resources/Quests/Combat/OrcWarbandThreat.asset");
     }
-    
+
     private static void CreateRescueQuests()
     {
         EnsureFolderExists("Assets/Resources/Quests/Rescue");
-        
+
         // Missing Merchant
         var missingMerchant = ScriptableObject.CreateInstance<Quest>();
         missingMerchant.questTitle = "Missing Merchant";
@@ -110,7 +109,7 @@ public class QuestCreatorHelper
         missingMerchant.renownReward = 15;
         missingMerchant.renownPenalty = 10;
         missingMerchant.questTags = new string[] { "rescue", "merchant", "hills", "normal" };
-        
+
         missingMerchant.goals.Add(new QuestGoal
         {
             description = "Find Merchant Harold",
@@ -118,7 +117,7 @@ public class QuestCreatorHelper
             targetName = "Harold",
             targetCount = 1
         });
-        
+
         missingMerchant.goals.Add(new QuestGoal
         {
             description = "Escort Harold to safety",
@@ -126,9 +125,9 @@ public class QuestCreatorHelper
             targetName = "Safe Location",
             targetCount = 1
         });
-        
+
         AssetDatabase.CreateAsset(missingMerchant, "Assets/Resources/Quests/Rescue/MissingMerchant.asset");
-        
+
         // Kidnapped Noble
         var kidnappedNoble = ScriptableObject.CreateInstance<Quest>();
         kidnappedNoble.questTitle = "The Baron's Daughter";
@@ -143,7 +142,7 @@ public class QuestCreatorHelper
         kidnappedNoble.renownPenalty = 20;
         kidnappedNoble.minimumRenown = 20;
         kidnappedNoble.questTags = new string[] { "rescue", "noble", "cultists", "urgent" };
-        
+
         kidnappedNoble.goals.Add(new QuestGoal
         {
             description = "Infiltrate the cultist stronghold",
@@ -151,7 +150,7 @@ public class QuestCreatorHelper
             targetName = "Cultist Hideout",
             targetCount = 1
         });
-        
+
         kidnappedNoble.goals.Add(new QuestGoal
         {
             description = "Defeat the Cult Leader",
@@ -159,7 +158,7 @@ public class QuestCreatorHelper
             targetName = "Cult Leader",
             targetCount = 1
         });
-        
+
         kidnappedNoble.goals.Add(new QuestGoal
         {
             description = "Rescue Lady Elara",
@@ -167,14 +166,14 @@ public class QuestCreatorHelper
             targetName = "Lady Elara",
             targetCount = 1
         });
-        
+
         AssetDatabase.CreateAsset(kidnappedNoble, "Assets/Resources/Quests/Rescue/BaronsDaughter.asset");
     }
-    
+
     private static void CreateRetrievalQuests()
     {
         EnsureFolderExists("Assets/Resources/Quests/Retrieval");
-        
+
         // Stolen Goods
         var stolenGoods = ScriptableObject.CreateInstance<Quest>();
         stolenGoods.questTitle = "Recover the Stolen Shipment";
@@ -188,7 +187,7 @@ public class QuestCreatorHelper
         stolenGoods.renownReward = 12;
         stolenGoods.renownPenalty = 8;
         stolenGoods.questTags = new string[] { "retrieval", "thieves", "shipment", "normal" };
-        
+
         stolenGoods.goals.Add(new QuestGoal
         {
             description = "Recover the stolen goods",
@@ -196,7 +195,7 @@ public class QuestCreatorHelper
             targetName = "Stolen Shipment",
             targetCount = 3
         });
-        
+
         stolenGoods.goals.Add(new QuestGoal
         {
             description = "Defeat the Thief Leader (Optional)",
@@ -205,9 +204,9 @@ public class QuestCreatorHelper
             targetCount = 1,
             isOptional = true
         });
-        
+
         AssetDatabase.CreateAsset(stolenGoods, "Assets/Resources/Quests/Retrieval/StolenShipment.asset");
-        
+
         // Ancient Artifact
         var ancientArtifact = ScriptableObject.CreateInstance<Quest>();
         ancientArtifact.questTitle = "The Lost Grimoire";
@@ -223,7 +222,7 @@ public class QuestCreatorHelper
         ancientArtifact.minimumRenown = 40;
         ancientArtifact.itemRewards = new List<string> { "Magical Staff", "Enchanted Robes" };
         ancientArtifact.questTags = new string[] { "retrieval", "artifact", "ruins", "legendary" };
-        
+
         ancientArtifact.goals.Add(new QuestGoal
         {
             description = "Navigate the ancient ruins",
@@ -231,7 +230,7 @@ public class QuestCreatorHelper
             targetName = "Inner Sanctum",
             targetCount = 1
         });
-        
+
         ancientArtifact.goals.Add(new QuestGoal
         {
             description = "Defeat the Guardian Construct",
@@ -239,7 +238,7 @@ public class QuestCreatorHelper
             targetName = "Stone Guardian",
             targetCount = 1
         });
-        
+
         ancientArtifact.goals.Add(new QuestGoal
         {
             description = "Retrieve the Lost Grimoire",
@@ -247,14 +246,14 @@ public class QuestCreatorHelper
             targetName = "Ancient Grimoire",
             targetCount = 1
         });
-        
+
         AssetDatabase.CreateAsset(ancientArtifact, "Assets/Resources/Quests/Retrieval/LostGrimoire.asset");
     }
-    
+
     private static void CreateExplorationQuests()
     {
         EnsureFolderExists("Assets/Resources/Quests/Exploration");
-        
+
         // Map the Region
         var mapRegion = ScriptableObject.CreateInstance<Quest>();
         mapRegion.questTitle = "Survey the Northern Territories";
@@ -268,7 +267,7 @@ public class QuestCreatorHelper
         mapRegion.renownReward = 8;
         mapRegion.renownPenalty = 3;
         mapRegion.questTags = new string[] { "exploration", "survey", "wilderness", "easy" };
-        
+
         mapRegion.goals.Add(new QuestGoal
         {
             description = "Explore 5 different locations",
@@ -276,7 +275,7 @@ public class QuestCreatorHelper
             targetName = "Exploration Point",
             targetCount = 5
         });
-        
+
         mapRegion.goals.Add(new QuestGoal
         {
             description = "Survive for 7 days in the wilderness",
@@ -284,15 +283,15 @@ public class QuestCreatorHelper
             targetName = "Wilderness",
             targetCount = 7
         });
-        
+
         AssetDatabase.CreateAsset(mapRegion, "Assets/Resources/Quests/Exploration/SurveyNorthern.asset");
     }
-    
+
     private static void EnsureFolderExists(string path)
     {
         string[] folders = path.Split('/');
         string currentPath = "";
-        
+
         for (int i = 0; i < folders.Length; i++)
         {
             if (i == 0)
@@ -300,10 +299,10 @@ public class QuestCreatorHelper
                 currentPath = folders[i];
                 continue;
             }
-            
+
             string parentPath = currentPath;
             currentPath += "/" + folders[i];
-            
+
             if (!AssetDatabase.IsValidFolder(currentPath))
             {
                 AssetDatabase.CreateFolder(parentPath, folders[i]);

+ 0 - 32
Assets/Scripts/Editor/ShopSystemMigrator.cs

@@ -31,7 +31,6 @@ public class ShopSystemMigrator
             string shopName = oldManager.shopName;
             var uiDocument = shopObject.GetComponent<UIDocument>();
 
-            Debug.Log($"Converting SimpleShopManager on '{shopObject.name}' to ItemShopManager");
 
             // Remove the old component
             Object.DestroyImmediate(oldManager);
@@ -51,12 +50,6 @@ public class ShopSystemMigrator
             // Save the scene
             EditorSceneManager.SaveScene(scene);
 
-            Debug.Log($"Successfully migrated {oldShopManagers.Length} SimpleShopManager(s) to ItemShopManager in MainTeamSelectScene");
-            Debug.Log("The scene has been saved with the changes.");
-        }
-        else
-        {
-            Debug.Log("No SimpleShopManager components found in MainTeamSelectScene to migrate.");
         }
     }
 
@@ -77,7 +70,6 @@ public class ShopSystemMigrator
 
         if (existingManagers.Length > 0)
         {
-            Debug.Log($"Found {existingManagers.Length} existing ItemShopManager(s) in the scene.");
             return;
         }
 
@@ -111,7 +103,6 @@ public class ShopSystemMigrator
                 string path = AssetDatabase.GUIDToAssetPath(guids[0]);
                 var visualTreeAsset = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>(path);
                 uiDocument.visualTreeAsset = visualTreeAsset;
-                Debug.Log($"Assigned ShopUI.uxml to UIDocument: {path}");
             }
             else
             {
@@ -127,11 +118,6 @@ public class ShopSystemMigrator
         EditorSceneManager.MarkSceneDirty(scene);
         EditorSceneManager.SaveScene(scene);
 
-        Debug.Log($"Created ItemShopManager on '{shopObject.name}' in MainTeamSelectScene");
-        Debug.Log("Don't forget to:");
-        Debug.Log("1. Assign ShopUI.uxml to the UIDocument component if not already done");
-        Debug.Log("2. Run 'RPG > Create Sample Items' to create some items to sell");
-        Debug.Log("3. Create your own Item ScriptableObjects using the Create menu (RPG > Items)");
     }
 
     [MenuItem("RPG/Verify Shop Setup")]
@@ -146,11 +132,8 @@ public class ShopSystemMigrator
             return;
         }
 
-        Debug.Log("=== Shop System Verification ===");
-
         // Check for ItemShopManager
         ItemShopManager[] shopManagers = Object.FindObjectsByType<ItemShopManager>(FindObjectsSortMode.None);
-        Debug.Log($"ItemShopManager components found: {shopManagers.Length}");
 
         // Check for remaining SimpleShopManager (should be 0)
         SimpleShopManager[] oldManagers = Object.FindObjectsByType<SimpleShopManager>(FindObjectsSortMode.None);
@@ -161,20 +144,11 @@ public class ShopSystemMigrator
 
         // Check for items in Resources
         Item[] items = Resources.LoadAll<Item>("Items");
-        Debug.Log($"Item ScriptableObjects found in Resources/Items: {items.Length}");
 
         if (items.Length == 0)
         {
             Debug.LogWarning("No Item ScriptableObjects found! Run 'RPG > Create Sample Items' to create some.");
         }
-        else
-        {
-            Debug.Log("Available items:");
-            foreach (Item item in items)
-            {
-                Debug.Log($"  - {item.itemName} ({item.itemType})");
-            }
-        }
 
         // Check UIDocument setup
         foreach (ItemShopManager manager in shopManagers)
@@ -188,12 +162,6 @@ public class ShopSystemMigrator
             {
                 Debug.LogWarning($"UIDocument on '{manager.gameObject.name}' is missing Visual Tree Asset (ShopUI.uxml)!");
             }
-            else
-            {
-                Debug.Log($"✓ ItemShopManager on '{manager.gameObject.name}' appears to be properly configured");
-            }
         }
-
-        Debug.Log("=== Verification Complete ===");
     }
 }

+ 0 - 69
Assets/Scripts/Events/CombatEventIntegration.cs

@@ -23,8 +23,6 @@ public class CombatEventIntegration : MonoBehaviour
 
     void Start()
     {
-        Debug.Log("🔧 Combat Event Integration starting...");
-
         // Find required components - try same GameObject first, then search scene
         travelEventSystem = GetComponent<TravelEventSystem>();
         if (travelEventSystem == null)
@@ -56,7 +54,6 @@ public class CombatEventIntegration : MonoBehaviour
         // If no popup component found and we have a prefab, instantiate it
         if (combatEventPopup == null && combatEventPopupUXML == null && combatPopupPrefab != null)
         {
-            Debug.Log("📦 Instantiating combat popup from prefab...");
             GameObject popupInstance = Instantiate(combatPopupPrefab);
             combatEventPopup = popupInstance.GetComponent<CombatEventPopup>();
             combatEventPopupUXML = popupInstance.GetComponent<CombatEventPopupUXML>();
@@ -84,8 +81,6 @@ public class CombatEventIntegration : MonoBehaviour
 
         if (combatEventPopupUXML != null)
             combatEventPopupUXML.OnCombatDecision += HandleCombatDecision;
-
-        Debug.Log("✅ Combat Event Integration initialized successfully");
     }
 
     void OnDestroy()
@@ -106,8 +101,6 @@ public class CombatEventIntegration : MonoBehaviour
         if (isHandlingCombat || battleData == null)
             return;
 
-        Debug.Log($"🎭 Showing combat choice popup: {eventDescription}");
-
         isHandlingCombat = true;
         currentCombatEvent = combatEvent; // Store reference to the original combat event
 
@@ -118,13 +111,11 @@ public class CombatEventIntegration : MonoBehaviour
         // Show combat popup - try UXML version first, then fallback to original
         if (combatEventPopupUXML != null)
         {
-            Debug.Log("Using UXML-based combat popup");
             combatEventPopupUXML.OnCombatDecision = HandleCombatDecision;
             combatEventPopupUXML.ShowCombatEncounter(battleData, context, eventDescription);
         }
         else if (combatEventPopup != null)
         {
-            Debug.Log("Using original combat popup");
             combatEventPopup.OnCombatDecision = HandleCombatDecision;
             combatEventPopup.ShowCombatEncounter(battleData, context, eventDescription);
         }
@@ -168,8 +159,6 @@ public class CombatEventIntegration : MonoBehaviour
     /// </summary>
     private void HandleAttackChoice()
     {
-        Debug.Log("⚔️ Player chose to fight! Setting up battle...");
-
         // Create and return the battle result that will start the battle
         var battleResult = EventResult.SimpleBattle(
             $"Your party prepares for battle against {currentBattleData.enemyCount} {currentBattleData.enemyType}!",
@@ -189,14 +178,11 @@ public class CombatEventIntegration : MonoBehaviour
     /// </summary>
     private void HandleRunAwayChoice()
     {
-        Debug.Log("🏃 Player chose to run away!");
-
         EventResult escapeResult = null;
 
         // Use the combat event's escape handling if available
         if (currentCombatEvent != null)
         {
-            Debug.Log($"🎯 Using escape configuration from {currentCombatEvent.eventName}");
             escapeResult = currentCombatEvent.HandleEscapeAttempt(currentContext);
         }
         else
@@ -235,7 +221,6 @@ public class CombatEventIntegration : MonoBehaviour
     private EventResult CreateFallbackSuccessfulEscape()
     {
         string message = "Your party successfully escapes from the enemies!";
-        Debug.Log($"✅ Fallback escape successful: {message}");
 
         return new EventResult(message)
         {
@@ -254,8 +239,6 @@ public class CombatEventIntegration : MonoBehaviour
         const int fallbackHealthPenalty = 5; // Hardcoded fallback value
         string message = $"The enemies catch up to your party! You take {fallbackHealthPenalty} damage while trying to escape.";
 
-        Debug.Log($"❌ Fallback escape failed: {message}");
-
         return new EventResult(message)
         {
             shouldStopTravel = true,
@@ -285,46 +268,21 @@ public class CombatEventIntegration : MonoBehaviour
         if (result.shouldStopTravel && teamTravelSystem != null)
         {
             teamTravelSystem.CancelJourney();
-            Debug.Log("🛑 Travel stopped due to event");
         }
 
         // Handle battle start
         if (result.startBattle)
         {
-            Debug.Log($"⚔️ Starting battle: {result.battleData.enemyCount} {result.battleData.enemyType}(s)");
-
             // Use the new CombatSceneManager to handle battle transition
             MonoBehaviour combatSceneManager = FindCombatSceneManager();
             if (combatSceneManager != null)
             {
-                Debug.Log("🎬 Transitioning to battle scene with CombatSceneManager...");
-
                 // Use reflection to call StartCombatEncounter method
                 var method = combatSceneManager.GetType().GetMethod("StartCombatEncounter");
                 if (method != null)
                 {
                     method.Invoke(combatSceneManager, new object[] { result.battleData, currentContext });
                 }
-                else
-                {
-                    Debug.LogError("❌ StartCombatEncounter method not found on CombatSceneManager");
-                    HandleLegacyBattleStart(result.battleData);
-                }
-            }
-            else
-            {
-                Debug.LogWarning("⚠️ CombatSceneManager not found! Looking for alternative battle systems...");
-
-                // Fallback to legacy battle system if available
-                HandleLegacyBattleStart(result.battleData);
-            }
-
-            if (result.battleData.enemyCharacterData != null)
-            {
-                Debug.Log($"🎯 Using enemy data: {result.battleData.enemyCharacterData.enemyName}");
-                Debug.Log($"📊 Enemy stats: HP={result.battleData.enemyCharacterData.maxHealth}, " +
-                         $"AC={result.battleData.enemyCharacterData.armorClass}, " +
-                         $"Threat={result.battleData.enemyCharacterData.threatLevel}");
             }
         }
     }
@@ -350,33 +308,6 @@ public class CombatEventIntegration : MonoBehaviour
         }
     }
 
-    /// <summary>
-    /// Handle legacy battle start when CombatSceneManager is not available
-    /// </summary>
-    private void HandleLegacyBattleStart(BattleEventData battleData)
-    {
-        Debug.Log("🔧 Using legacy battle system...");
-
-        // Try to find and use existing battle systems
-        var enhancedEventSystem = FindFirstObjectByType<EnhancedTravelEventSystem>();
-        if (enhancedEventSystem != null)
-        {
-            Debug.Log("📞 Delegating to EnhancedTravelEventSystem");
-            // This system should have methods to handle battle setup
-        }
-        else
-        {
-            Debug.Log("📝 Logging battle setup for manual handling");
-            Debug.Log($"⚔️ Battle Setup Required:");
-            Debug.Log($"  - Enemies: {battleData.enemyCount}x {battleData.enemyType}");
-            if (battleData.enemyCharacterData != null)
-            {
-                Debug.Log($"  - Enemy Data: {battleData.enemyCharacterData.enemyName}");
-                Debug.Log($"  - Enemy HP: {battleData.enemyCharacterData.maxHealth}");
-                Debug.Log($"  - Enemy AC: {battleData.enemyCharacterData.armorClass}");
-            }
-        }
-    }
 
     /// <summary>
     /// Find CombatSceneManager using reflection to avoid compilation issues

+ 0 - 19
Assets/Scripts/Events/EnhancedTravelEventSystem.cs

@@ -64,7 +64,6 @@ public class EnhancedTravelEventSystem : MonoBehaviour
         // Setup combat popup callback
         combatEventPopup.OnCombatDecision += HandleCombatDecision;
 
-        Debug.Log("✅ Enhanced Travel Event System initialized");
     }
 
     void OnDestroy()
@@ -82,7 +81,6 @@ public class EnhancedTravelEventSystem : MonoBehaviour
         if (battleData == null || waitingForCombatDecision)
             return;
 
-        Debug.Log($"🎭 Enhanced battle event triggered: {eventDescription}");
 
         // Store pending battle data
         pendingBattleData = battleData;
@@ -122,8 +120,6 @@ public class EnhancedTravelEventSystem : MonoBehaviour
     /// </summary>
     private void HandleAttackChoice()
     {
-        Debug.Log("⚔️ Player chose to fight! Setting up battle...");
-
         // Call the original battle setup logic
         if (originalEventSystem != null)
         {
@@ -149,11 +145,8 @@ public class EnhancedTravelEventSystem : MonoBehaviour
     /// </summary>
     private void HandleRunAwayChoice()
     {
-        Debug.Log("🏃 Player chose to run away! Rolling for escape...");
-
         if (!allowRunningAway)
         {
-            Debug.Log("❌ Running away is not allowed! Forcing combat...");
             HandleAttackChoice();
             return;
         }
@@ -177,17 +170,11 @@ public class EnhancedTravelEventSystem : MonoBehaviour
     {
         string message = successfulRunAwayMessages[Random.Range(0, successfulRunAwayMessages.Length)];
 
-        Debug.Log($"✅ Escape successful: {message}");
-
         // Show escape message
         if (eventUI != null)
         {
             eventUI.ShowEventMessage(message, EventType.Discovery, false);
         }
-        else
-        {
-            Debug.Log($"📜 ESCAPE: {message}");
-        }
 
         // Continue travel (no resource penalties for successful escape)
         ResumeTravelAfterEvent();
@@ -201,8 +188,6 @@ public class EnhancedTravelEventSystem : MonoBehaviour
         string message = failedRunAwayMessages[Random.Range(0, failedRunAwayMessages.Length)];
         message = message.Replace("{damage}", runAwayHealthPenalty.ToString());
 
-        Debug.Log($"❌ Escape failed: {message}");
-
         // Apply health penalty
         ApplyRunAwayPenalty();
 
@@ -211,10 +196,6 @@ public class EnhancedTravelEventSystem : MonoBehaviour
         {
             eventUI.ShowEventMessage(message, EventType.Hazard, false);
         }
-        else
-        {
-            Debug.Log($"📜 ESCAPE FAILED: {message}");
-        }
 
         // Start combat anyway
         StartCoroutine(DelayedCombatStart());

+ 0 - 19
Assets/Scripts/Events/PerceptionEventSystemSetup.cs

@@ -125,25 +125,6 @@ public class PerceptionEventSystemSetup : MonoBehaviour
             Debug.Log("✅ TravelEventSystem found and should integrate automatically");
     }
 
-    /// <summary>
-    /// Creates example spottable events for testing
-    /// </summary>
-    [ContextMenu("Create Example Spottable Events")]
-    public void CreateExampleSpottableEvents()
-    {
-        if (showSetupLogs)
-            Debug.Log("🎭 Creating example spottable events...");
-
-        // This would create ScriptableObject assets in the project
-        // For now, just log what would be created
-        Debug.Log("📋 Example events to create:");
-        Debug.Log("- SpottableSkeletonPatrol: Skeleton warriors that can be spotted and avoided");
-        Debug.Log("- SpottableBanditCamp: Bandit camps visible from a distance");
-        Debug.Log("- SpottableTreasureCache: Hidden treasure that can be spotted with good perception");
-
-        Debug.Log("💡 Tip: Right-click in Project → Create → RPG → Travel Events → Spottable → [Event Type]");
-    }
-
     /// <summary>
     /// Shows current system status
     /// </summary>

+ 0 - 4
Assets/Scripts/Events/SpottableSkeletonPatrol.cs

@@ -67,12 +67,8 @@ public class SpottableSkeletonPatrol : CombatTravelEvent
 
     public override EventResult ExecuteEvent(TravelEventContext context)
     {
-        // Override the base execution to provide special messaging for spottable events
-        Debug.Log($"🔍 Executing spottable skeleton patrol at {context.currentPosition}");
-
         // Show spot description first
         string description = spotDescription[Random.Range(0, spotDescription.Length)];
-        Debug.Log($"👁️ Spot description: {description}");
 
         // Then execute as normal combat event
         return base.ExecuteEvent(context);

+ 1 - 2
Assets/Scripts/Events/TravelEventSystem.cs

@@ -19,7 +19,7 @@ public class TravelEventSystem : MonoBehaviour
     public List<TravelEvent> availableEvents = new List<TravelEvent>();
 
     [Header("Debug")]
-    public bool showDebugLogs = true;
+    public bool showDebugLogs = false;
     public bool forceNextEvent = false; // For testing
 
     // Event tracking
@@ -58,7 +58,6 @@ public class TravelEventSystem : MonoBehaviour
 
         if (showDebugLogs)
         {
-            Debug.Log($"🎲 Travel Event System initialized with {availableEvents.Count} events");
             if (eventUI == null)
                 Debug.LogWarning("⚠️ TravelEventUI not found. Event messages will only appear in console.");
             LogEventDistribution();

+ 1 - 55
Assets/Scripts/Events/TravelEventSystemSetup.cs

@@ -20,7 +20,7 @@ public class TravelEventSystemSetup : MonoBehaviour
     public int tilesPerCheck = 3;
 
     [Tooltip("Enable debug logging for events")]
-    public bool enableDebugLogs = true;
+    public bool enableDebugLogs = false;
 
     [Header("Default Events")]
     [Tooltip("Create default ScriptableObject events automatically")]
@@ -41,7 +41,6 @@ public class TravelEventSystemSetup : MonoBehaviour
         TravelEventSystem existingSystem = GetComponent<TravelEventSystem>();
         if (existingSystem != null)
         {
-            Debug.Log("✅ TravelEventSystem already exists on this GameObject");
             ConfigureExistingSystem(existingSystem);
             return;
         }
@@ -55,14 +54,6 @@ public class TravelEventSystemSetup : MonoBehaviour
         eventSystem.tilesPerEventCheck = tilesPerCheck;
         eventSystem.showDebugLogs = enableDebugLogs;
 
-        Debug.Log("✅ TravelEventSystem added and configured");
-
-        // Create default events if requested
-        if (createDefaultEvents)
-        {
-            CreateDefaultEventAssets();
-        }
-
         // Verify integration
         VerifyIntegration();
     }
@@ -72,44 +63,10 @@ public class TravelEventSystemSetup : MonoBehaviour
         eventSystem.baseEventChance = eventChance;
         eventSystem.tilesPerEventCheck = tilesPerCheck;
         eventSystem.showDebugLogs = enableDebugLogs;
-
-        Debug.Log("🔧 Updated existing TravelEventSystem configuration");
-    }
-
-    [ContextMenu("Create Default Events")]
-    public void CreateDefaultEventAssets()
-    {
-        // This would create ScriptableObject assets in the Resources folder
-        // For now, we'll just log what would be created
-
-        string[] defaultEvents = {
-            "Forest Ambush Event",
-            "Mountain Ambush Event",
-            "Traveling Merchant Event",
-            "Road Patrol Event",
-            "Hidden Cache Event",
-            "Wild Animal Event",
-            "Rest Site Event",
-            "Weather Hazard Event"
-        };
-
-        Debug.Log("📦 Default events that should be created:");
-        foreach (string eventName in defaultEvents)
-        {
-            Debug.Log($"   - {eventName}");
-        }
-
-        Debug.Log("💡 To create these events:");
-        Debug.Log("   1. Right-click in Project window");
-        Debug.Log("   2. Go to Create > RPG > Travel Events");
-        Debug.Log("   3. Choose the event type you want");
-        Debug.Log("   4. Configure the event settings");
-        Debug.Log("   5. Add to the Available Events list in TravelEventSystem");
     }
 
     private void VerifyIntegration()
     {
-        Debug.Log("🔍 Verifying Travel Event System Integration...");
 
         // Check for required components
         TeamTravelSystem travelSystem = GetComponent<TeamTravelSystem>();
@@ -136,8 +93,6 @@ public class TravelEventSystemSetup : MonoBehaviour
         {
             Debug.LogWarning("⚠️ No events assigned to TravelEventSystem. Create and assign travel events for the system to work.");
         }
-
-        Debug.Log("✅ Integration verification complete");
     }
 
     [ContextMenu("Test Event System")]
@@ -149,8 +104,6 @@ public class TravelEventSystemSetup : MonoBehaviour
             Debug.LogError("❌ No TravelEventSystem found. Run Setup Event System first.");
             return;
         }
-
-        Debug.Log("🎲 Testing travel event system...");
         eventSystem.TriggerEventCheck();
     }
 
@@ -171,14 +124,10 @@ public class TravelEventExampleCreator : MonoBehaviour
     [ContextMenu("Create Example Events")]
     public void CreateExampleEvents()
     {
-        Debug.Log("🎭 Creating example travel events...");
-
         // This demonstrates how to create events at runtime for testing
         CreateExampleAmbushEvent();
         CreateExampleMerchantEvent();
         CreateExampleDiscoveryEvent();
-
-        Debug.Log("✅ Example events created. Check the TravelEventSystem component.");
     }
 
     private void CreateExampleAmbushEvent()
@@ -199,7 +148,6 @@ public class TravelEventExampleCreator : MonoBehaviour
         if (eventSystem != null)
         {
             eventSystem.availableEvents.Add(ambushEvent);
-            Debug.Log("➕ Added test ambush event");
         }
     }
 
@@ -221,7 +169,6 @@ public class TravelEventExampleCreator : MonoBehaviour
         if (eventSystem != null)
         {
             eventSystem.availableEvents.Add(merchantEvent);
-            Debug.Log("➕ Added test merchant event");
         }
     }
 
@@ -243,7 +190,6 @@ public class TravelEventExampleCreator : MonoBehaviour
         if (eventSystem != null)
         {
             eventSystem.availableEvents.Add(discoveryEvent);
-            Debug.Log("➕ Added test discovery event");
         }
     }
 }

+ 1 - 13
Assets/Scripts/Events/TravelEventUI.cs

@@ -8,7 +8,7 @@ using System.Collections;
 public class TravelEventUI : MonoBehaviour
 {
     [Header("Event UI Settings")]
-    public bool useDebugUI = true; // Use simple debug UI for now
+    public bool useDebugUI = false; // Use simple debug UI for now
     public float messageDisplayTime = 4f;
     public KeyCode dismissKey = KeyCode.Space;
 
@@ -70,8 +70,6 @@ public class TravelEventUI : MonoBehaviour
         }
 
         messageQueue.Enqueue(eventMessage);
-
-        Debug.Log($"📜 Queued event message: {message}");
     }
 
     /// <summary>
@@ -112,7 +110,6 @@ public class TravelEventUI : MonoBehaviour
         if (useDebugUI)
         {
             // For now, we'll use the debug console
-            Debug.Log("🖥️ Travel Event UI initialized (Debug Mode)");
             return;
         }
 
@@ -169,12 +166,6 @@ public class TravelEventUI : MonoBehaviour
         if (useDebugUI)
         {
             string prefix = GetEventTypePrefix(currentMessage.eventType);
-            Debug.Log($"{prefix} {currentMessage.message}");
-
-            if (currentMessage.requiresPlayerInput)
-            {
-                Debug.Log($"💡 Press {dismissKey} to continue...");
-            }
         }
         else
         {
@@ -187,8 +178,6 @@ public class TravelEventUI : MonoBehaviour
     {
         if (currentMessage == null) return;
 
-        Debug.Log($"✅ Event message dismissed: {currentMessage.eventType}");
-
         currentMessage = null;
         isShowingMessage = false;
         messageTimer = 0f;
@@ -224,7 +213,6 @@ public class TravelEventUI : MonoBehaviour
         {
             DismissCurrentMessage();
         }
-        Debug.Log("🧹 Event message queue cleared");
     }
 
     /// <summary>

+ 0 - 12
Assets/Scripts/Events/TravelEvents/CombatTravelEvent.cs

@@ -70,9 +70,6 @@ public class CombatTravelEvent : TravelEvent
         string description = encounterDescriptions[Random.Range(0, encounterDescriptions.Length)];
         description = description.Replace("{enemyType}", enemyType);
 
-        // Try to use combat event integration for popup choice
-        Debug.Log("🔍 Looking for CombatEventIntegration component...");
-
         // First try to find it by component type
         var integrationComponents = FindObjectsByType<MonoBehaviour>(FindObjectsSortMode.None);
         var combatIntegration = System.Array.Find(integrationComponents,
@@ -90,8 +87,6 @@ public class CombatTravelEvent : TravelEvent
 
         if (combatIntegration != null)
         {
-            Debug.Log($"✅ Found CombatEventIntegration: {combatIntegration.name}");
-
             // Create battle data for the popup
             var battleData = new BattleEventData
             {
@@ -104,7 +99,6 @@ public class CombatTravelEvent : TravelEvent
             var method = combatIntegration.GetType().GetMethod("ShowCombatChoicePopup");
             if (method != null)
             {
-                Debug.Log($"🎭 Calling ShowCombatChoicePopup with {enemyCount} {enemyType}(s) and combat event reference");
                 method.Invoke(combatIntegration, new object[] { battleData, context, description, this });
 
                 // Return a special result that indicates popup is handling the choice
@@ -145,8 +139,6 @@ public class CombatTravelEvent : TravelEvent
             return null; // Force battle
         }
 
-        Debug.Log($"🏃 Processing escape attempt for {eventName} (success chance: {runAwaySuccessChance:P})");
-
         // Roll for escape success
         bool escapeSuccessful = Random.value <= runAwaySuccessChance;
 
@@ -166,8 +158,6 @@ public class CombatTravelEvent : TravelEvent
     private EventResult CreateSuccessfulEscapeResult()
     {
         string message = successfulRunAwayMessages[Random.Range(0, successfulRunAwayMessages.Length)];
-        Debug.Log($"✅ Escape successful: {message}");
-
         return new EventResult(message)
         {
             shouldStopTravel = false, // Don't stop travel for successful escape
@@ -184,8 +174,6 @@ public class CombatTravelEvent : TravelEvent
         string message = failedRunAwayMessages[Random.Range(0, failedRunAwayMessages.Length)];
         message = message.Replace("{damage}", runAwayHealthPenalty.ToString());
 
-        Debug.Log($"❌ Escape failed: {message}");
-
         var result = new EventResult(message)
         {
             shouldStopTravel = true, // Stop travel for failed escape

+ 0 - 8
Assets/Scripts/MainTeamSelect/MainTeamSelectScript.cs

@@ -486,7 +486,6 @@ public class MainTeamSelectScript : MonoBehaviour
         if (string.IsNullOrEmpty(currentCharacter.equippedWeapon))
         {
             currentCharacter.equippedWeapon = weaponType;
-            Debug.Log($"🔧 MainTeamSelect: Auto-equipped first weapon '{weaponType}' for {currentCharacter.name}");
         }
 
         SaveCurrentCharacterToSlot();
@@ -635,7 +634,6 @@ public class MainTeamSelectScript : MonoBehaviour
         if (currentCharacter != null && currentCharacter.weapons.Contains(weaponName))
         {
             currentCharacter.equippedWeapon = weaponName;
-            Debug.Log($"🔧 MainTeamSelect: Equipped weapon '{weaponName}' for {currentCharacter.name}");
             SaveCurrentCharacterToSlot();
             UpdateInventoryUI();
         }
@@ -789,12 +787,10 @@ public class MainTeamSelectScript : MonoBehaviour
                 if (currentCharacter.weapons.Count > 0)
                 {
                     currentCharacter.equippedWeapon = currentCharacter.weapons[0];
-                    Debug.Log($"🔧 MainTeamSelect: Equipped new weapon '{currentCharacter.equippedWeapon}' after removing '{weaponName}'");
                 }
                 else
                 {
                     currentCharacter.equippedWeapon = "";
-                    Debug.Log($"🔧 MainTeamSelect: No weapons left, unequipped '{weaponName}'");
                 }
             }
 
@@ -1629,7 +1625,6 @@ public class MainTeamSelectScript : MonoBehaviour
         if (string.IsNullOrEmpty(character.equippedWeapon) && character.weapons.Count > 0)
         {
             character.equippedWeapon = character.weapons[0];
-            Debug.Log($"🔧 LoadCharacter: Auto-equipped first weapon '{character.equippedWeapon}' for loaded character {character.name}");
         }
 
         // Recalculate equipment bonuses from inventory after loading
@@ -1708,9 +1703,6 @@ public class MainTeamSelectScript : MonoBehaviour
         int savedStr = PlayerPrefs.GetInt(prefix + "Strength", -1);
         string savedWeapon = PlayerPrefs.GetString(prefix + "EquippedWeapon", "FAILED_TO_SAVE");
 
-        Debug.Log($"💾 SaveCharacter: Saved {character.name} with equipped weapon '{character.equippedWeapon}' -> verified as '{savedWeapon}'");
-
-
         if (savedName != character.name)
         {
             Debug.LogError($"  ERROR: Name save failed! Expected '{character.name}', got '{savedName}'");

+ 31 - 1
Assets/Scripts/Managers/QuestManager.cs

@@ -26,7 +26,7 @@ public class QuestManager : MonoBehaviour
     [SerializeField] private int currentRenown = 0;
 
     [Header("Debug")]
-    public bool enableDebugLogs = true;
+    public bool enableDebugLogs = false;
 
     // Events
     public event Action<ActiveQuest> OnQuestAccepted;
@@ -364,6 +364,28 @@ public class QuestManager : MonoBehaviour
     /// </summary>
     public bool CanAcceptMoreQuests() => activeQuests.Count < maxActiveQuests;
 
+    /// <summary>
+    /// Clear all quest data - useful for new games
+    /// </summary>
+    public void ClearAllQuests()
+    {
+        LogDebug("Clearing all quest data for new game");
+
+        activeQuests.Clear();
+        completedQuests.Clear();
+        failedQuests.Clear();
+        currentRenown = 0;
+
+        // Clear saved data
+        PlayerPrefs.DeleteKey("QuestManager_SaveData");
+        PlayerPrefs.Save();
+
+        // Trigger events for UI updates
+        OnRenownChanged?.Invoke(currentRenown);
+
+        LogDebug("All quest data cleared successfully");
+    }
+
     private void SaveQuestData()
     {
         try
@@ -392,6 +414,14 @@ public class QuestManager : MonoBehaviour
     {
         try
         {
+            // Check if this is a new game and clear quest data if so
+            if (GameStateManager.Instance != null && GameStateManager.Instance.isNewGame)
+            {
+                LogDebug("New game detected - clearing all quest data");
+                ClearAllQuests();
+                return;
+            }
+
             string json = PlayerPrefs.GetString("QuestManager_SaveData", "");
             if (string.IsNullOrEmpty(json))
             {

+ 0 - 5
Assets/Scripts/Map/MapLocationNaming.cs

@@ -231,8 +231,6 @@ public class MapLocationNaming : MonoBehaviour
 
     private void OnLocationClick(MapLocation location)
     {
-        Debug.Log($"Clicked on {location.locationName} ({location.locationType})");
-
         // Mark as discovered if not already
         if (!location.isDiscovered)
         {
@@ -270,7 +268,6 @@ public class MapLocationNaming : MonoBehaviour
 
     private void SetTravelDestination(MapLocation location)
     {
-        Debug.Log($"Setting travel destination to {location.locationName}");
 
         // Find travel system and set destination
         // var travelSystem = FindFirstObjectByType<TravelSystem>();
@@ -285,7 +282,6 @@ public class MapLocationNaming : MonoBehaviour
 
     private void ShowExplorationOptions(MapLocation location)
     {
-        Debug.Log($"Exploring {location.locationName}");
         ShowLocationMessage($"Exploring {location.locationName}...", Color.cyan);
 
         // Could trigger random encounters, resource gathering, etc.
@@ -293,7 +289,6 @@ public class MapLocationNaming : MonoBehaviour
 
     private void ShowDungeonEntry(MapLocation location)
     {
-        Debug.Log($"Entering {location.locationName}");
         ShowLocationMessage($"Entering {location.locationName}...", Color.yellow);
 
         // Could load dungeon scene or start combat encounter

+ 1 - 1
Assets/Scripts/Map/QuestMapMarkerManager.cs

@@ -29,7 +29,7 @@ public class QuestMapMarkerManager : MonoBehaviour
     public Color completedQuestColor = Color.gray;
 
     [Header("Debug")]
-    public bool enableDebugLogs = true;
+    public bool enableDebugLogs = false;
 
     private Dictionary<string, QuestMarker> activeQuestMarkers = new Dictionary<string, QuestMarker>();
     private Transform teamMarker;

+ 0 - 3
Assets/Scripts/Map/QuestMarker.cs

@@ -174,8 +174,6 @@ public class QuestMarker : MonoBehaviour
     {
         if (activeQuest?.questData == null) return;
 
-        Debug.Log($"🎯 Clicked quest marker: {activeQuest.questData.questTitle}");
-
         // Show quest info in UI or console
         ShowQuestInfo();
     }
@@ -191,7 +189,6 @@ public class QuestMarker : MonoBehaviour
                      $"Progress: {activeQuest.GetOverallProgress() * 100:F0}%\n" +
                      $"Reward: {quest.goldReward}g, {quest.renownReward} renown";
 
-        Debug.Log($"📋 Quest Info:\n{info}");
 
         // TODO: Show in actual UI popup instead of just debug log
     }

+ 1 - 1
Assets/Scripts/Map/SettlementInteractionCompleteFix.cs

@@ -15,7 +15,7 @@ public class SettlementInteractionCompleteFix : MonoBehaviour
     public bool forceUIUpdates = true;
 
     [Tooltip("Debug output level")]
-    public bool verboseDebug = true;
+    public bool verboseDebug = false;
 
     private SettlementInteractionManager manager;
     private SettlementInteractionUI settlementUI;

+ 254 - 0
Assets/Scripts/Map/SettlementInteractionDebugger.cs

@@ -0,0 +1,254 @@
+using UnityEngine;
+
+/// <summary>
+/// Debug script to diagnose settlement interaction issues
+/// Add this to a GameObject in MapScene2 to test the settlement interaction system
+/// </summary>
+public class SettlementInteractionDebugger : MonoBehaviour
+{
+    [Header("Debug Settings")]
+    public bool enableDebugOverlay = true;
+    public bool logEveryFrame = false;
+
+    private SettlementInteractionManager interactionManager;
+    private SettlementInteractionUI interactionUI;
+    private Transform teamMarker;
+
+    void Start()
+    {
+        Debug.Log("=== Settlement Interaction Debugger Started ===");
+
+        // Find components
+        interactionManager = FindFirstObjectByType<SettlementInteractionManager>();
+        interactionUI = FindFirstObjectByType<SettlementInteractionUI>();
+        teamMarker = GameObject.Find("TeamMarker")?.transform;
+
+        // Initial diagnostics
+        DiagnoseComponents();
+    }
+
+    void Update()
+    {
+        if (logEveryFrame)
+        {
+            LogCurrentState();
+        }
+
+        // Test manual input
+        if (Input.GetKeyDown(KeyCode.F1))
+        {
+            TestSettlementDetection();
+        }
+
+        if (Input.GetKeyDown(KeyCode.F2))
+        {
+            TestManualEntry();
+        }
+    }
+
+    private void DiagnoseComponents()
+    {
+        Debug.Log("=== Component Diagnosis ===");
+
+        // Check SettlementInteractionManager
+        if (interactionManager != null)
+        {
+            Debug.Log("✅ SettlementInteractionManager found");
+            Debug.Log($"   - GameObject: {interactionManager.gameObject.name}");
+            Debug.Log($"   - Enabled: {interactionManager.enabled}");
+            Debug.Log($"   - Active: {interactionManager.gameObject.activeSelf}");
+            Debug.Log($"   - TeamMarker assigned: {interactionManager.teamMarker != null}");
+            Debug.Log($"   - Interaction Distance: {interactionManager.interactionDistance}");
+            Debug.Log($"   - Enter Key: {interactionManager.enterSettlementKey}");
+            Debug.Log($"   - Debug Logs Enabled: {interactionManager.enableDebugLogs}");
+
+            // Check if MapData is accessible
+            var mapMaker = FindFirstObjectByType<MapMaker2>();
+            if (mapMaker != null)
+            {
+                var mapData = mapMaker.GetMapData();
+                Debug.Log($"   - MapData available: {mapData != null}");
+                if (mapData != null)
+                {
+                    var settlements = mapData.GetAllSettlements();
+                    Debug.Log($"   - Settlements count: {settlements?.Count ?? 0}");
+                }
+            }
+            else
+            {
+                Debug.LogWarning("   - MapMaker2 not found!");
+            }
+        }
+        else
+        {
+            Debug.LogError("❌ SettlementInteractionManager NOT FOUND!");
+            Debug.LogError("   Make sure to add SettlementInteractionManager component to a GameObject in MapScene2");
+        }
+
+        // Check SettlementInteractionUI
+        if (interactionUI != null)
+        {
+            Debug.Log("✅ SettlementInteractionUI found");
+            Debug.Log($"   - GameObject: {interactionUI.gameObject.name}");
+        }
+        else
+        {
+            Debug.LogWarning("⚠️ SettlementInteractionUI not found");
+        }
+
+        // Check TeamMarker
+        if (teamMarker != null)
+        {
+            Debug.Log("✅ TeamMarker found");
+            Debug.Log($"   - Position: {teamMarker.position}");
+        }
+        else
+        {
+            Debug.LogError("❌ TeamMarker GameObject not found!");
+        }
+
+        Debug.Log("=== End Diagnosis ===");
+        Debug.Log("Press F1 to test settlement detection");
+        Debug.Log("Press F2 to test manual settlement entry");
+    }
+
+    private void LogCurrentState()
+    {
+        if (interactionManager == null || teamMarker == null) return;
+
+        var currentSettlement = interactionManager.GetCurrentNearbySettlement();
+        Debug.Log($"[Frame] TeamMarker: {teamMarker.position}, Current Settlement: {(currentSettlement?.name ?? "None")}");
+    }
+
+    [ContextMenu("Test Settlement Detection")]
+    public void TestSettlementDetection()
+    {
+        Debug.Log("=== Testing Settlement Detection ===");
+
+        if (interactionManager == null)
+        {
+            Debug.LogError("No SettlementInteractionManager found!");
+            return;
+        }
+
+        if (teamMarker == null)
+        {
+            Debug.LogError("No TeamMarker found!");
+            return;
+        }
+
+        var currentSettlement = interactionManager.GetCurrentNearbySettlement();
+        Debug.Log($"Current nearby settlement: {(currentSettlement?.name ?? "None")}");
+
+        // Check if UI is showing
+        if (interactionUI != null)
+        {
+            Debug.Log("SettlementInteractionUI is present and should be handling events");
+        }
+
+        // Manual coordinate check
+        Vector2 teamWorldPos = new Vector2(teamMarker.position.x, teamMarker.position.z);
+        Debug.Log($"TeamMarker world position: {teamWorldPos}");
+
+        // Try to find MapData and check settlements manually
+        var mapMaker = FindFirstObjectByType<MapMaker2>();
+        if (mapMaker != null)
+        {
+            var mapData = mapMaker.GetMapData();
+            if (mapData != null)
+            {
+                var settlements = mapData.GetAllSettlements();
+                Debug.Log($"Total settlements in map: {settlements?.Count ?? 0}");
+
+                if (settlements != null && settlements.Count > 0)
+                {
+                    foreach (var settlement in settlements)
+                    {
+                        float distance = Vector2.Distance(teamWorldPos, new Vector2(settlement.position.x, settlement.position.y));
+                        Debug.Log($"Settlement '{settlement.name}' at {settlement.position} - Distance: {distance:F2}");
+                    }
+                }
+            }
+        }
+    }
+
+    [ContextMenu("Test Manual Entry")]
+    public void TestManualEntry()
+    {
+        Debug.Log("=== Testing Manual Settlement Entry ===");
+
+        if (interactionManager != null)
+        {
+            interactionManager.TestEnterCurrentSettlement();
+        }
+        else
+        {
+            Debug.LogError("No SettlementInteractionManager found!");
+        }
+    }
+
+    [ContextMenu("Force Enable Debug Logging")]
+    public void ForceEnableDebugLogging()
+    {
+        if (interactionManager != null)
+        {
+            interactionManager.enableDebugLogs = true;
+            Debug.Log("Debug logging enabled on SettlementInteractionManager");
+        }
+    }
+
+    [ContextMenu("Test Input Detection")]
+    public void TestInputDetection()
+    {
+        Debug.Log("=== Testing Input Detection ===");
+        Debug.Log($"Input.GetKeyDown(KeyCode.E): {Input.GetKeyDown(KeyCode.E)}");
+        Debug.Log($"Input.GetKey(KeyCode.E): {Input.GetKey(KeyCode.E)}");
+        Debug.Log($"Input.inputString: '{Input.inputString}'");
+    }
+
+    void OnGUI()
+    {
+        if (!enableDebugOverlay) return;
+
+        GUILayout.BeginArea(new Rect(10, 10, 400, 300));
+        GUILayout.BeginVertical("box");
+
+        GUILayout.Label("Settlement Interaction Debug", new GUIStyle(GUI.skin.label) { fontSize = 16, fontStyle = FontStyle.Bold });
+
+        if (interactionManager != null)
+        {
+            var currentSettlement = interactionManager.GetCurrentNearbySettlement();
+            GUILayout.Label($"Current Settlement: {(currentSettlement?.name ?? "None")}");
+
+            if (teamMarker != null)
+            {
+                GUILayout.Label($"TeamMarker Position: {teamMarker.position}");
+            }
+
+            GUILayout.Space(10);
+
+            if (GUILayout.Button("Test Settlement Detection (F1)"))
+            {
+                TestSettlementDetection();
+            }
+
+            if (GUILayout.Button("Test Manual Entry (F2)"))
+            {
+                TestManualEntry();
+            }
+
+            if (GUILayout.Button("Force Debug Logging"))
+            {
+                ForceEnableDebugLogging();
+            }
+        }
+        else
+        {
+            GUILayout.Label("❌ SettlementInteractionManager NOT FOUND!", new GUIStyle(GUI.skin.label) { normal = { textColor = Color.red } });
+            GUILayout.Label("Add SettlementInteractionManager component to a GameObject in this scene");
+        }
+
+        GUILayout.EndVertical();
+        GUILayout.EndArea();
+    }
+}

+ 0 - 1
Assets/Scripts/Map/SimpleTeamPlacement.cs

@@ -250,7 +250,6 @@ public class SimpleTeamPlacement : MonoBehaviour
             if (settlementManager != null)
             {
                 settlementManager.SetTeamMarker(teamMarkerInstance.transform);
-                Debug.Log($"[SimpleTeamPlacement] Set TeamMarker reference in SettlementInteractionManager");
             }
             else
             {

+ 1 - 24
Assets/Scripts/Map/TeamPerceptionSetup.cs

@@ -17,7 +17,7 @@ public class TeamPerceptionSetup : MonoBehaviour
     [SerializeField] private Material customMaterial;
 
     [Header("Debug")]
-    [SerializeField] private bool showDebugInfo = true;
+    [SerializeField] private bool showDebugInfo = false;
 
     void Start()
     {
@@ -35,7 +35,6 @@ public class TeamPerceptionSetup : MonoBehaviour
     {
         if (!enablePerceptionVisualization)
         {
-            Debug.Log("TeamPerceptionSetup: Perception visualization is disabled");
             return;
         }
 
@@ -43,7 +42,6 @@ public class TeamPerceptionSetup : MonoBehaviour
         TeamPerceptionVisualizer existingVisualizer = FindFirstObjectByType<TeamPerceptionVisualizer>();
         if (existingVisualizer != null)
         {
-            Debug.Log("TeamPerceptionSetup: TeamPerceptionVisualizer already exists, updating settings...");
             UpdateExistingVisualizer(existingVisualizer);
             return;
         }
@@ -64,12 +62,10 @@ public class TeamPerceptionSetup : MonoBehaviour
         if (teamPlacement != null)
         {
             targetObject = teamPlacement.gameObject;
-            Debug.Log("TeamPerceptionSetup: Adding TeamPerceptionVisualizer to existing SimpleTeamPlacement object");
         }
         else
         {
             targetObject = new GameObject("TeamPerceptionSystem");
-            Debug.LogWarning("TeamPerceptionSetup: SimpleTeamPlacement not found, creating new GameObject for perception system");
         }
 
         // Add the TeamPerceptionVisualizer component
@@ -82,10 +78,6 @@ public class TeamPerceptionSetup : MonoBehaviour
         // Configure the visualizer with our settings
         UpdateVisualizerSettings(visualizer);
 
-        if (showDebugInfo)
-        {
-            Debug.Log($"TeamPerceptionSetup: ✅ TeamPerceptionVisualizer created and configured! Color: {perceptionColor}, Multiplier: {perceptionMultiplier}");
-        }
     }
 
     /// <summary>
@@ -127,7 +119,6 @@ public class TeamPerceptionSetup : MonoBehaviour
         if (visualizer != null)
         {
             visualizer.SetPerceptionVisualizationEnabled(enabled);
-            Debug.Log($"TeamPerceptionSetup: Perception visualization {(enabled ? "enabled" : "disabled")}");
         }
     }
 
@@ -143,7 +134,6 @@ public class TeamPerceptionSetup : MonoBehaviour
         if (visualizer != null)
         {
             visualizer.SetPerceptionColor(newColor);
-            Debug.Log($"TeamPerceptionSetup: Perception color updated to {newColor}");
         }
     }
 
@@ -159,7 +149,6 @@ public class TeamPerceptionSetup : MonoBehaviour
         if (visualizer != null)
         {
             visualizer.SetPerceptionMultiplier(multiplier);
-            Debug.Log($"TeamPerceptionSetup: Perception multiplier updated to {multiplier}");
         }
     }
 
@@ -169,19 +158,11 @@ public class TeamPerceptionSetup : MonoBehaviour
     [ContextMenu("Verify Perception System")]
     public void VerifyPerceptionSystem()
     {
-        Debug.Log("=== TeamPerceptionSetup: System Verification ===");
-
         // Check for SimpleTeamPlacement
         SimpleTeamPlacement teamPlacement = FindFirstObjectByType<SimpleTeamPlacement>();
-        Debug.Log($"SimpleTeamPlacement found: {teamPlacement != null}");
-        if (teamPlacement != null && teamPlacement.TeamMarkerInstance != null)
-        {
-            Debug.Log($"Team marker position: {teamPlacement.TeamMarkerWorldPosition}");
-        }
 
         // Check for TeamPerceptionVisualizer
         TeamPerceptionVisualizer visualizer = FindFirstObjectByType<TeamPerceptionVisualizer>();
-        Debug.Log($"TeamPerceptionVisualizer found: {visualizer != null}");
 
         if (visualizer != null)
         {
@@ -191,7 +172,6 @@ public class TeamPerceptionSetup : MonoBehaviour
 
         // Check for GameStateManager
         GameStateManager gameStateManager = FindFirstObjectByType<GameStateManager>();
-        Debug.Log($"GameStateManager found: {gameStateManager != null}");
         if (gameStateManager != null && gameStateManager.savedTeam != null)
         {
             int teamCount = 0;
@@ -199,10 +179,8 @@ public class TeamPerceptionSetup : MonoBehaviour
             {
                 if (member != null) teamCount++;
             }
-            Debug.Log($"Saved team members: {teamCount}");
         }
 
-        Debug.Log("=== End Verification ===");
     }
 
     /// <summary>
@@ -215,7 +193,6 @@ public class TeamPerceptionSetup : MonoBehaviour
         if (visualizer != null)
         {
             visualizer.ForceUpdatePerception();
-            Debug.Log("TeamPerceptionSetup: Forced perception refresh");
         }
         else
         {

+ 1 - 1
Assets/Scripts/Map/TeamPerceptionVisualizer.cs

@@ -21,7 +21,7 @@ public class TeamPerceptionVisualizer : MonoBehaviour
     [SerializeField] private bool isVisualizationEnabled = true; // Can be controlled by UI
 
     [Header("Debug")]
-    [SerializeField] private bool showDebugInfo = true;
+    [SerializeField] private bool showDebugInfo = false;
 
     // Private variables
     private GameObject perceptionCircleObject;

+ 1 - 1
Assets/Scripts/Map/TravelSystemSetup.cs

@@ -9,7 +9,7 @@ public class TravelSystemSetup : MonoBehaviour
 {
     [Header("Setup Options")]
     public bool autoSetupOnStart = true;
-    public bool showDebugLogs = true;
+    public bool showDebugLogs = false;
 
     [Header("Travel System Settings")]
     [Range(0.1f, 5f)]

+ 10 - 4
Assets/Scripts/MapMaker2/Features/RiverGenerator.cs

@@ -8,18 +8,22 @@ public class RiverGenerator
         // Find water bodies to connect
         var waterBodies = FindWaterBodies(mapData);
 
-        Debug.Log($"Found {waterBodies.Count} water body tiles for river generation");
+        // Only show debug info if a MapMaker2 with debugMode enabled exists
+        var mapMaker = Object.FindFirstObjectByType<MapMaker2>();
+        bool debugMode = mapMaker != null && mapMaker.debugMode;
+
+        if (debugMode) Debug.Log($"Found {waterBodies.Count} water body tiles for river generation");
 
         // Generate fewer, thinner rivers between some water bodies
         int riverCount = Mathf.Min(3, waterBodies.Count - 1); // Maximum 3 rivers
         riverCount = Mathf.Max(1, riverCount); // Force at least 1 river if possible
 
-        Debug.Log($"Attempting to generate {riverCount} rivers");
+        if (debugMode) Debug.Log($"Attempting to generate {riverCount} rivers");
 
         for (int i = 0; i < riverCount && i < waterBodies.Count - 1; i++)
         {
             CreateRiver(mapData, waterBodies[i], waterBodies[i + 1]);
-            Debug.Log($"Created river {i + 1} from {waterBodies[i]} to {waterBodies[i + 1]}");
+            if (debugMode) Debug.Log($"Created river {i + 1} from {waterBodies[i]} to {waterBodies[i + 1]}");
         }
     }
     private List<Vector2Int> FindWaterBodies(MapData mapData)
@@ -41,7 +45,9 @@ public class RiverGenerator
                     {
                         Vector2Int center = CalculateCenter(waterTiles);
                         waterBodyCenters.Add(center);
-                        Debug.Log($"Found water body center at {center} with {waterTiles.Count} tiles");
+                        var mapMaker = Object.FindFirstObjectByType<MapMaker2>();
+                        bool debugMode = mapMaker != null && mapMaker.debugMode;
+                        if (debugMode) Debug.Log($"Found water body center at {center} with {waterTiles.Count} tiles");
                     }
                 }
             }

+ 4 - 28
Assets/Scripts/MapMaker2/Features/RoadGenerator.cs

@@ -24,7 +24,10 @@ public class RoadGenerator
         var towns = settlements.Where(s => s.Type == SettlementType.Town).ToList();
         var villages = settlements.Where(s => s.Type == SettlementType.Village).ToList();
 
-        Debug.Log($"Connecting {towns.Count} towns and {villages.Count} villages");
+        var mapMaker = Object.FindFirstObjectByType<MapMaker2>();
+        bool debugMode = mapMaker != null && mapMaker.debugMode;
+
+        if (debugMode) Debug.Log($"Connecting {towns.Count} towns and {villages.Count} villages");
 
         // Connect towns to each other (main highway network)
         List<List<Vector2Int>> mainRoads = new List<List<Vector2Int>>();
@@ -42,7 +45,6 @@ public class RoadGenerator
                     break;
                 }
 
-                Debug.Log($"Creating road between towns {i} and {j}");
                 var roadPath = CreateRoad(mapData, towns[i].position, towns[j].position);
                 mainRoads.Add(roadPath);
             }
@@ -55,8 +57,6 @@ public class RoadGenerator
         int villageConnections = 0;
         int maxVillageConnections = villages.Count + 10; // Safety limit
 
-        Debug.Log($"Connecting {unconnectedVillages.Count} villages to settlement network");
-
         while (unconnectedVillages.Count > 0 && villageConnections < maxVillageConnections)
         {
             villageConnections++;
@@ -227,14 +227,11 @@ public class RoadGenerator
                     // We're about to enter water, check bridge length
                     List<Vector2Int> waterCrossing = GetWaterCrossingSegment(mapData, originalPath, i + 1);
 
-                    Debug.Log($"Water crossing detected: {waterCrossing.Count} tiles");
-
                     if (waterCrossing.Count > 5) // Bridge too long
                     {
                         // Check if this is an ocean crossing - perfect for harbours and ferry
                         if (IsOceanCrossing(mapData, waterCrossing))
                         {
-                            Debug.Log($"Ocean crossing detected ({waterCrossing.Count} tiles) - creating harbour and ferry connection");
                             CreateHarbourFerryConnection(mapData, current, waterCrossing, originalPath, i);
                             // Continue with the road after the water crossing
                             i += waterCrossing.Count; // Skip over the water tiles
@@ -243,7 +240,6 @@ public class RoadGenerator
                         // Check if it's a large lake - also suitable for harbours
                         else if (IsLargeLakeCrossing(mapData, waterCrossing))
                         {
-                            Debug.Log($"Large lake crossing detected ({waterCrossing.Count} tiles) - creating harbour connection");
                             CreateHarbourFerryConnection(mapData, current, waterCrossing, originalPath, i);
                             // Continue with the road after the water crossing
                             i += waterCrossing.Count; // Skip over the water tiles
@@ -256,10 +252,6 @@ public class RoadGenerator
                             break; // Stop building this road segment
                         }
                     }
-                    else
-                    {
-                        Debug.Log($"Water crossing short enough for bridge ({waterCrossing.Count} tiles)");
-                    }
                 }
             }
         }
@@ -306,8 +298,6 @@ public class RoadGenerator
             }
         }
 
-        Debug.Log($"Water crossing analysis: {oceanTiles} ocean tiles out of {totalWaterTiles} total water tiles");
-
         // Consider it an ocean crossing if more than 30% of the water is ocean
         return oceanTiles > 0 && (float)oceanTiles / totalWaterTiles > 0.3f;
     }
@@ -331,8 +321,6 @@ public class RoadGenerator
             }
         }
 
-        Debug.Log($"Lake crossing analysis: {lakeTiles} lake tiles out of {totalWaterTiles} total water tiles");
-
         // Consider it a large lake crossing if:
         // 1. More than 50% of the water is lake
         // 2. AND the crossing is at least 8 tiles long (larger than normal bridge)
@@ -365,11 +353,9 @@ public class RoadGenerator
             if (startHarbour != Vector2Int.zero && !HasNearbyHarbour(mapData, startHarbour, 8))
             {
                 mapData.GetTile(startHarbour.x, startHarbour.y).featureType = FeatureType.Harbour;
-                Debug.Log($"Created start harbour at {startHarbour}");
             }
             else if (startHarbour != Vector2Int.zero)
             {
-                Debug.Log($"Skipped start harbour at {startHarbour} - too close to existing harbour");
                 // Still try to find the existing nearby harbour for ferry connection
                 startHarbour = FindNearestHarbour(mapData, startHarbour, 8);
             }
@@ -379,11 +365,9 @@ public class RoadGenerator
             if (endHarbour != Vector2Int.zero && !HasNearbyHarbour(mapData, endHarbour, 8))
             {
                 mapData.GetTile(endHarbour.x, endHarbour.y).featureType = FeatureType.Harbour;
-                Debug.Log($"Created end harbour at {endHarbour}");
             }
             else if (endHarbour != Vector2Int.zero)
             {
-                Debug.Log($"Skipped end harbour at {endHarbour} - too close to existing harbour");
                 // Still try to find the existing nearby harbour for ferry connection
                 endHarbour = FindNearestHarbour(mapData, endHarbour, 8);
             }
@@ -515,8 +499,6 @@ public class RoadGenerator
             if (current.y != endHarbour.y)
                 direction.y = endHarbour.y > current.y ? 1 : -1;
         }
-
-        Debug.Log($"Created ferry route from {startHarbour} to {endHarbour}");
     }
 
     private void GenerateLakeHarbours(MapData mapData)
@@ -546,18 +528,12 @@ public class RoadGenerator
                         {
                             mapData.GetTile(harbourPos.x, harbourPos.y).featureType = FeatureType.Harbour;
                             harboursCreated++;
-                            Debug.Log($"Created lake harbour at {harbourPos} (lake size: {lakeSize})");
-                        }
-                        else if (harbourPos != Vector2Int.zero)
-                        {
-                            Debug.Log($"Skipped lake harbour at {harbourPos} - too close to existing harbour");
                         }
                     }
                 }
             }
         }
 
-        Debug.Log($"Generated {harboursCreated} lake harbours");
     }
 
     private int MeasureLakeSize(MapData mapData, int startX, int startY, HashSet<Vector2Int> processedAreas)

+ 49 - 12
Assets/Scripts/MapMaker2/Features/SettlementGenerator.cs

@@ -1,9 +1,10 @@
-using UnityEngine;
 using System.Collections.Generic;
-using System.Linq;
+using UnityEngine;
 
 public class SettlementGenerator
 {
+    private readonly List<string> usedNames = new List<string>();
+
     private static readonly string[] townNames = {
         "Ashford", "Brookhaven", "Clearwater", "Drakemoor", "Emberfall",
         "Frostholm", "Goldmeadow", "Ironbridge", "Moonhaven", "Oakenford",
@@ -18,6 +19,8 @@ public class SettlementGenerator
 
     public void GenerateSettlements(MapData mapData)
     {
+        // Clear used names for new generation
+        usedNames.Clear();
         GenerateTowns(mapData);
         GenerateVillages(mapData);
     }
@@ -35,7 +38,7 @@ public class SettlementGenerator
             int x = Random.Range(15, mapData.Width - 15);
             int y = Random.Range(15, mapData.Height - 15);
 
-            if (CanPlaceSettlement(mapData, x, y, 9, 10))
+            if (CanPlaceSettlement(mapData, x, y, 3, 20))
             {
                 CreateTown(mapData, x, y);
             }
@@ -46,7 +49,7 @@ public class SettlementGenerator
     {
         int villageCount = Random.Range(8, 15);
         int attempts = 0;
-        int maxAttempts = 200;
+        int maxAttempts = 100;
 
         while (mapData.GetVillages().Count < villageCount && attempts < maxAttempts)
         {
@@ -83,10 +86,15 @@ public class SettlementGenerator
         }
 
         // Check distance from other settlements
-        var allSettlements = mapData.GetTowns();
-        allSettlements.AddRange(mapData.GetVillages());
+        foreach (var settlement in mapData.GetTowns())
+        {
+            float distance = Vector2.Distance(new Vector2(x, y),
+                                            new Vector2(settlement.position.x, settlement.position.y));
+            if (distance < minDistance)
+                return false;
+        }
 
-        foreach (var settlement in allSettlements)
+        foreach (var settlement in mapData.GetVillages())
         {
             float distance = Vector2.Distance(new Vector2(x, y),
                                             new Vector2(settlement.position.x, settlement.position.y));
@@ -99,7 +107,7 @@ public class SettlementGenerator
 
     private void CreateTown(MapData mapData, int centerX, int centerY)
     {
-        string name = GetRandomName(townNames);
+        string name = GetUniqueRandomName(townNames);
         var settlement = new Settlement(name, SettlementType.Town, new Vector2Int(centerX, centerY));
 
         // Create 3x3 town area
@@ -124,7 +132,7 @@ public class SettlementGenerator
 
     private void CreateVillage(MapData mapData, int x, int y)
     {
-        string name = GetRandomName(villageNames);
+        string name = GetUniqueRandomName(villageNames);
         var settlement = new Settlement(name, SettlementType.Village, new Vector2Int(x, y));
 
         mapData.GetTile(x, y).featureType = FeatureType.Village;
@@ -134,8 +142,37 @@ public class SettlementGenerator
         mapData.AddSettlement(settlement);
     }
 
-    private string GetRandomName(string[] nameArray)
+    private string GetUniqueRandomName(string[] nameArray)
     {
-        return nameArray[Random.Range(0, nameArray.Length)];
+        // Find available names not already used
+        List<string> availableNames = new List<string>();
+        foreach (string name in nameArray)
+        {
+            if (!usedNames.Contains(name))
+            {
+                availableNames.Add(name);
+            }
+        }
+
+        // If all names are used, fallback to numbered names
+        if (availableNames.Count == 0)
+        {
+            string baseName = nameArray[Random.Range(0, nameArray.Length)];
+            int counter = 2;
+            string numberedName;
+            do
+            {
+                numberedName = $"{baseName} {counter}";
+                counter++;
+            } while (usedNames.Contains(numberedName));
+
+            usedNames.Add(numberedName);
+            return numberedName;
+        }
+
+        // Select random name from available names
+        string selectedName = availableNames[Random.Range(0, availableNames.Count)];
+        usedNames.Add(selectedName);
+        return selectedName;
     }
-}
+}

+ 56 - 79
Assets/Scripts/MapMaker2/MapMaker2.cs

@@ -19,13 +19,11 @@ public class MapMaker2 : MonoBehaviour
     public void SetMapData(MapData newMapData)
     {
         mapData = newMapData;
-        Debug.Log($"📊 Map data updated to size: {mapData.Width}x{mapData.Height}");
 
         // Update the visualization
         if (mapVisualizer != null)
         {
             mapVisualizer.VisualizeMap(mapData);
-            Debug.Log("🗺️ Map visualization updated");
         }
         else
         {
@@ -55,6 +53,9 @@ public class MapMaker2 : MonoBehaviour
     [Header("Visualization")]
     public MapVisualizer mapVisualizer;
 
+    [Header("Debug")]
+    public bool debugMode = false;
+
     private MapData mapData;
     private TerrainGenerator terrainGenerator;
     private FeatureGenerator featureGenerator;
@@ -65,22 +66,20 @@ public class MapMaker2 : MonoBehaviour
 
     void Start()
     {
-        Debug.Log($"🚀 MapMaker2 starting - useSimpleMode: {useSimpleMode}, useExplorationSystem: {useExplorationSystem}");
         InitializeMap();
 
         if (useSimpleMode)
         {
-            Debug.Log("🎮 Starting with Simple Mode - Full map generation with team marker placement");
             GenerateCompleteMapWithTeamMarker();
         }
         else if (useExplorationSystem)
         {
-            Debug.Log("🔍 Starting with Exploration System");
+
             InitializeExplorationSystem();
         }
         else
         {
-            Debug.Log("📏 Starting with Expansion System");
+
             GenerateInitialMap();
         }
     }
@@ -113,7 +112,7 @@ public class MapMaker2 : MonoBehaviour
                 GameObject teamMarker = GameObject.Find("TeamMarker");
                 if (teamMarker != null)
                 {
-                    Debug.Log($"🎯 Found TeamMarker at {teamMarker.transform.position}, setting as player reference");
+
                     player = teamMarker.transform;
                 }
             }
@@ -158,17 +157,10 @@ public class MapMaker2 : MonoBehaviour
         if (playerObj != null)
         {
             player = playerObj.transform;
-            Debug.Log($"Player found: {playerObj.name} at position {player.position}");
         }
         else
         {
             Debug.LogWarning("No player object found! Trying to find any object that might be the player...");
-            Debug.Log("Available GameObjects:");
-            GameObject[] allObjects = FindObjectsByType<GameObject>(FindObjectsSortMode.None);
-            foreach (GameObject obj in allObjects)
-            {
-                Debug.Log($"- {obj.name} (Tag: {obj.tag})");
-            }
         }
 
         // Initialize visualizer if not set
@@ -193,23 +185,14 @@ public class MapMaker2 : MonoBehaviour
     /// </summary>
     private void GenerateCompleteMapWithTeamMarker()
     {
-        Debug.Log("🗺️ Generating complete map with beautiful terrain...");
-
         // Generate the full beautiful map using original generators
         terrainGenerator.GenerateTerrain(mapData);
         featureGenerator.GenerateFeatures(mapData);
 
-        Debug.Log("🎯 Placing team marker on a settlement...");
-
         // Find a good settlement for team marker placement
         Vector2Int? settlementPos = FindBestSettlementForTeamMarker();
 
-        if (settlementPos.HasValue)
-        {
-            // PlaceTeamMarkerAt(settlementPos.Value);
-            Debug.Log($"✅ Team marker placed at settlement: {settlementPos.Value}");
-        }
-        else
+        if (!settlementPos.HasValue)
         {
             // Fallback to center if no settlements found
             Vector2Int centerPos = new Vector2Int(mapData.Width / 2, mapData.Height / 2);
@@ -219,8 +202,6 @@ public class MapMaker2 : MonoBehaviour
 
         // Visualize the map
         VisualizeMap();
-
-        Debug.Log("🎮 Simple mode map generation complete!");
     }
 
     /// <summary>
@@ -270,7 +251,6 @@ public class MapMaker2 : MonoBehaviour
             }
         }
 
-        Debug.Log($"🏛️ Found {settlements.Count} settlements, selected {mapData.GetTile(bestSettlement.x, bestSettlement.y).featureType} at {bestSettlement}");
         return bestSettlement;
     }
 
@@ -284,7 +264,6 @@ public class MapMaker2 : MonoBehaviour
         if (existingMarker != null)
         {
             DestroyImmediate(existingMarker);
-            Debug.Log("🗑️ Removed existing team marker");
         }
 
         // Create new team marker
@@ -309,8 +288,6 @@ public class MapMaker2 : MonoBehaviour
         // Add a tag for easy finding
         teamMarker.tag = "Player";
 
-        Debug.Log($"📍 Team marker created at world position: {teamMarker.transform.position} (map {mapPos})");
-
         // Update player reference
         player = teamMarker.transform;
     }
@@ -337,11 +314,11 @@ public class MapMaker2 : MonoBehaviour
         // Debug log every few seconds
         if (Time.time % 2f < Time.deltaTime) // Log every 2 seconds
         {
-            Debug.Log($"Player world position: {player.position}");
-            Debug.Log($"Player tile position: {playerPos} (using tileSize: {tileSize})");
-            Debug.Log($"Map size: {mapData.Width}x{mapData.Height}");
-            Debug.Log($"Distance to edges - Left: {playerPos.x:F1}, Right: {(mapData.Width - playerPos.x):F1}, Top: {(mapData.Height - playerPos.y):F1}, Bottom: {playerPos.y:F1}");
-            Debug.Log($"Expansion threshold: {playerDistanceThreshold}");
+
+
+
+
+
         }
 
         // Check cooldown to prevent rapid expansions
@@ -350,7 +327,7 @@ public class MapMaker2 : MonoBehaviour
 
         if (expansionManager.ShouldExpand(playerPos, mapData))
         {
-            Debug.Log($"Expansion triggered! Player position: {playerPos}");
+
             ExpandMap(playerPos);
         }
     }
@@ -359,7 +336,7 @@ public class MapMaker2 : MonoBehaviour
     {
         lastExpansionTime = Time.time;
 
-        Debug.Log("Expanding map due to player proximity to edge...");
+
         expansionManager.ExpandMap(mapData, playerPos, expansionSize);
         VisualizeMap(); // Update visualization
     }
@@ -371,8 +348,8 @@ public class MapMaker2 : MonoBehaviour
             mapVisualizer.VisualizeMap(mapData);
         }
 
-        Debug.Log($"Map generated with size: {mapData.Width}x{mapData.Height} using sprite-based tiles rotated for top-down view");
-        Debug.Log($"Towns: {mapData.GetTowns().Count}, Villages: {mapData.GetVillages().Count}");
+
+
     }
 
     public TerrainGenerator GetTerrainGenerator() => terrainGenerator;
@@ -383,7 +360,7 @@ public class MapMaker2 : MonoBehaviour
     public void SetPlayer(Transform playerTransform)
     {
         player = playerTransform;
-        Debug.Log($"Player manually set to: {player.name}");
+
     }
 
     /// <summary>
@@ -392,7 +369,7 @@ public class MapMaker2 : MonoBehaviour
     [ContextMenu("🎮 Enable Simple Mode (Beautiful Map + Team Marker)")]
     public void EnableSimpleMode()
     {
-        Debug.Log("🎮 Switching to Simple Mode...");
+
 
         useSimpleMode = true;
         useExplorationSystem = false;
@@ -405,7 +382,7 @@ public class MapMaker2 : MonoBehaviour
         mapData = new MapData(initialMapSize, initialMapSize);
         GenerateCompleteMapWithTeamMarker();
 
-        Debug.Log("✅ Simple Mode enabled - Beautiful map with team marker placement!");
+
     }
 
     // For debugging - regenerate map
@@ -419,7 +396,7 @@ public class MapMaker2 : MonoBehaviour
         int currentWidth = mapData != null ? mapData.Width : initialMapSize;
         int currentHeight = mapData != null ? mapData.Height : initialMapSize;
 
-        Debug.Log($"Regenerating map with current size: {currentWidth}x{currentHeight}");
+
 
         Random.InitState(seed);
         mapData = new MapData(currentWidth, currentHeight);
@@ -436,7 +413,7 @@ public class MapMaker2 : MonoBehaviour
         if (mapVisualizer != null)
             mapVisualizer.ClearAllTiles();
 
-        Debug.Log($"Resetting map to original size: {initialMapSize}x{initialMapSize}");
+
         InitializeMap();
         GenerateInitialMap();
     }
@@ -460,7 +437,7 @@ public class MapMaker2 : MonoBehaviour
         }
 
         lastExpansionTime = 0f; // Reset cooldown
-        Debug.Log($"Forcing expansion from position: {playerPos}");
+
         ExpandMap(playerPos);
     }
 
@@ -472,7 +449,7 @@ public class MapMaker2 : MonoBehaviour
         if (teamMarker != null)
         {
             SetPlayer(teamMarker.transform);
-            Debug.Log("TeamMarker set as player successfully!");
+
         }
         else
         {
@@ -484,7 +461,7 @@ public class MapMaker2 : MonoBehaviour
 
     private void InitializeExplorationSystem()
     {
-        Debug.Log("🔍 Initializing Exploration System...");
+
 
         if (explorationManager == null)
         {
@@ -497,14 +474,14 @@ public class MapMaker2 : MonoBehaviour
         explorationManager.initialVisibleSize = explorationInitialVisible;
         explorationManager.InitializeExploration();
 
-        Debug.Log("✅ Exploration System initialization complete");
+
     }
 
     private void ExploreNewAreas(Vector2 playerPos)
     {
         lastExpansionTime = Time.time;
 
-        Debug.Log("🌍 Exploring new areas due to team movement...");
+
         explorationManager.ExploreNewAreas(playerPos, mapData);
         VisualizeMap(); // Update visualization
     }
@@ -526,11 +503,11 @@ public class MapMaker2 : MonoBehaviour
         // Convert tile position to world position for exploration system
         Vector2 worldPos = new Vector2(newPosition.x, newPosition.y);
 
-        Debug.Log($"🚶 Team moved to {newPosition} - checking for exploration...");
+
 
         if (explorationManager.ShouldExplore(worldPos, mapData))
         {
-            Debug.Log($"🔍 Exploration triggered by team movement to {newPosition}!");
+
             ExploreNewAreas(worldPos);
         }
     }
@@ -545,14 +522,14 @@ public class MapMaker2 : MonoBehaviour
         // Generate features
         featureGenerator.GenerateFeatures(targetMapData);
 
-        Debug.Log($"✅ Complete map generated: {targetMapData.Width}x{targetMapData.Height}");
+
     }
 
     [ContextMenu("Enable Exploration System")]
     public void EnableExplorationSystem()
     {
         useExplorationSystem = true;
-        Debug.Log("🔍 Exploration system enabled! Restart the scene to take effect.");
+
     }
 
     [ContextMenu("Test Exploration Now")]
@@ -565,8 +542,8 @@ public class MapMaker2 : MonoBehaviour
         }
 
         // Debug player detection
-        Debug.Log($"🔍 Player object: {(player != null ? player.name : "NULL")}");
-        Debug.Log($"🔍 ExplorationManager: {(explorationManager != null ? "EXISTS" : "NULL")}");
+
+
 
         if (player == null)
         {
@@ -580,7 +557,7 @@ public class MapMaker2 : MonoBehaviour
             if (playerObj != null)
             {
                 player = playerObj.transform;
-                Debug.Log($"✅ Found player: {playerObj.name}");
+
             }
             else
             {
@@ -598,11 +575,11 @@ public class MapMaker2 : MonoBehaviour
         float tileSize = mapVisualizer != null && mapVisualizer.tileSize > 0 ? mapVisualizer.tileSize : 1f;
         Vector2 playerPos = new Vector2(player.position.x / tileSize, player.position.z / tileSize);
 
-        Debug.Log($"🧪 MANUAL EXPLORATION TEST");
-        Debug.Log($"Player world position: {player.position}");
-        Debug.Log($"Player tile position: {playerPos}");
-        Debug.Log($"Current map size: {mapData.Width}x{mapData.Height}");
-        Debug.Log($"Tile size: {tileSize}");
+
+
+
+
+
 
         // Force exploration regardless of cooldown
         lastExpansionTime = 0f;
@@ -652,7 +629,7 @@ public class MapMaker2 : MonoBehaviour
     public void DisableExplorationSystem()
     {
         useExplorationSystem = false;
-        Debug.Log("📏 Expansion system enabled! Restart the scene to take effect.");
+
     }
 
     [ContextMenu("PERF: Toggle Performance Mode")]
@@ -674,7 +651,7 @@ public class MapMaker2 : MonoBehaviour
         if (explorationManager != null)
         {
             explorationManager.SetMapSize(500, 500);
-            Debug.Log("🗺️ Testing 500x500 map - will use LOD level 4 for performance");
+
         }
         else
         {
@@ -688,7 +665,7 @@ public class MapMaker2 : MonoBehaviour
         if (explorationManager != null)
         {
             explorationManager.SetMapSize(1000, 1000);
-            Debug.Log("🗺️ Testing 1000x1000 map - maximum LOD will be applied");
+
         }
         else
         {
@@ -702,7 +679,7 @@ public class MapMaker2 : MonoBehaviour
         if (explorationManager != null)
         {
             explorationManager.SetMapSize(300, 300);
-            Debug.Log("🗺️ Reset to standard 300x300 map");
+
         }
         else
         {
@@ -716,7 +693,7 @@ public class MapMaker2 : MonoBehaviour
         if (explorationManager != null)
         {
             explorationManager.SynchronizeTeamMarkerPosition();
-            Debug.Log("🔄 Team marker position synchronized between coordinate systems");
+
         }
         else
         {
@@ -746,10 +723,10 @@ public class MapMaker2 : MonoBehaviour
             Mathf.RoundToInt(worldPos.y)
         );
 
-        Debug.Log("🧪 COORDINATE FIX TEST - Before showing full map:");
-        Debug.Log($"   Team marker world position: {worldPos}");
-        Debug.Log($"   Team marker tile position: {worldTilePos}");
-        Debug.Log($"   Current map size: {mapData?.Width ?? 0}x{mapData?.Height ?? 0}");
+
+
+
+
 
         // Show full map and check if position is preserved
         explorationManager.ShowFullMap();
@@ -761,10 +738,10 @@ public class MapMaker2 : MonoBehaviour
             Mathf.RoundToInt(newWorldPos.y)
         );
 
-        Debug.Log("🧪 COORDINATE FIX TEST - After showing full map:");
-        Debug.Log($"   Team marker world position: {newWorldPos}");
-        Debug.Log($"   Team marker tile position: {newWorldTilePos}");
-        Debug.Log($"   Position preserved: {(worldTilePos == newWorldTilePos ? "✅ YES" : "❌ NO")}");
+
+
+
+
 
         if (worldTilePos != newWorldTilePos)
         {
@@ -772,7 +749,7 @@ public class MapMaker2 : MonoBehaviour
         }
         else
         {
-            Debug.Log("✅ COORDINATE FIX SUCCESS: Team marker position preserved when showing full map");
+
         }
     }
 
@@ -786,7 +763,7 @@ public class MapMaker2 : MonoBehaviour
         }
 
         explorationManager.ResetTeamMarkerToMapCenter();
-        Debug.Log("🎯 Team marker has been reset to the center of the map");
+
     }
 
     [ContextMenu("FIX: Clear Saved Team Position")]
@@ -801,9 +778,9 @@ public class MapMaker2 : MonoBehaviour
 
         PlayerPrefs.Save();
 
-        Debug.Log($"🗑️ Cleared saved team position for seed {seed}");
-        Debug.Log($"   Deleted keys: {keyX}, {keyY}");
-        Debug.Log("   Restart the scene to use default center position");
+
+
+
     }
 
     [ContextMenu("DEBUG: Show Coordinate State")]

+ 3 - 3
Assets/Scripts/MapMaker2/MapMaker2Controller.cs

@@ -10,7 +10,7 @@ public class MapMaker2Controller : MonoBehaviour
     public SimpleTeamPlacement teamPlacement;
 
     [Header("Debug")]
-    public bool showDebugInfo = true;
+    public bool debug = false;
 
     void Start()
     {
@@ -45,7 +45,7 @@ public class MapMaker2Controller : MonoBehaviour
             teamPlacement.enableBlinking = true;
         }
 
-        if (showDebugInfo)
+        if (debug)
         {
             Debug.Log("=== MapMaker2 System Status ===");
             Debug.Log($"MapMaker2: {(mapMaker != null ? "✅ Found" : "❌ Missing")}");
@@ -69,7 +69,7 @@ public class MapMaker2Controller : MonoBehaviour
             mapMaker.seed = Random.Range(1000, 9999);
             mapMaker.RegenerateMap();
 
-            if (showDebugInfo)
+            if (debug)
             {
                 Debug.Log($"🎲 Map regenerated with new seed: {mapMaker.seed}");
             }

+ 1 - 1
Assets/Scripts/Objects/CharacterCarryCapacity.cs

@@ -146,7 +146,7 @@ public class CharacterCarryCapacity : MonoBehaviour
     [SerializeField] private CarryCapacitySystem.EncumbranceLevel currentEncumbrance = CarryCapacitySystem.EncumbranceLevel.Light;
 
     [Header("Debug")]
-    public bool showDebugInfo = true;
+    public bool showDebugInfo = false;
 
     private Character character;
     private Inventory inventory;

+ 7 - 7
Assets/Scripts/Town/AdventurersGuild.cs

@@ -26,7 +26,7 @@ public class AdventurersGuild : MonoBehaviour
     public bool showQuestHistory = true;
 
     [Header("Debug")]
-    public bool enableDebugLogs = true;
+    public bool enableDebugLogs = false;
 
     private float timeSinceLastRefresh = 0f;
 
@@ -94,7 +94,7 @@ public class AdventurersGuild : MonoBehaviour
         // Also load any quests directly in the Quests folder
         var allQuests = Resources.LoadAll<Quest>("Quests");
         LogDebug($"📁 Found {allQuests.Length} quests in main Quests folder");
-        
+
         foreach (var quest in allQuests)
         {
             if (quest != null)
@@ -439,10 +439,10 @@ public class AdventurersGuild : MonoBehaviour
     private void DebugListQuestResources()
     {
         LogDebug("🔍 Checking Resources/Quests folder contents...");
-        
+
         var allQuests = Resources.LoadAll<Quest>("Quests");
         LogDebug($"Resources.LoadAll<Quest>(\"Quests\") returned {allQuests.Length} items");
-        
+
         for (int i = 0; i < allQuests.Length; i++)
         {
             var quest = allQuests[i];
@@ -459,7 +459,7 @@ public class AdventurersGuild : MonoBehaviour
         // Also check with UnityEngine.Object
         var allObjects = Resources.LoadAll("Quests");
         LogDebug($"Resources.LoadAll(\"Quests\") returned {allObjects.Length} objects of any type");
-        
+
         for (int i = 0; i < allObjects.Length; i++)
         {
             var obj = allObjects[i];
@@ -491,7 +491,7 @@ public class AdventurersGuild : MonoBehaviour
                 LogDebug($"    Quest Type: {quest.questType}");
                 LogDebug($"    Difficulty: {quest.difficulty}");
                 LogDebug($"    Eligible: {(eligible ? "✅ YES" : "❌ NO")}");
-                
+
                 if (!eligible && QuestManager.Instance != null)
                 {
                     // Check specific reasons
@@ -499,7 +499,7 @@ public class AdventurersGuild : MonoBehaviour
                     {
                         LogDebug($"    ❌ Reason: Not enough renown ({QuestManager.Instance.GetRenown()} < {quest.minimumRenown})");
                     }
-                    
+
                     // Check if quest is already active
                     var activeQuests = QuestManager.Instance.GetActiveQuests();
                     bool alreadyActive = activeQuests.Any(aq => aq.questData.name == quest.name);

+ 5 - 2
Assets/Scripts/Town/SettlementContext.cs

@@ -20,6 +20,9 @@ public class SettlementContext : MonoBehaviour
     public ShopData[] generatedShopData; // Data-only shop definitions
     public bool isGenerated = false;
 
+    [Header("Debug")]
+    public bool debugMode = false;
+
     private void Awake()
     {
         // Singleton pattern - persist across scenes
@@ -27,11 +30,11 @@ public class SettlementContext : MonoBehaviour
         {
             Instance = this;
             DontDestroyOnLoad(gameObject);
-            Debug.Log("SettlementContext created and marked as DontDestroyOnLoad");
+            if (debugMode) Debug.Log("SettlementContext created and marked as DontDestroyOnLoad");
         }
         else
         {
-            Debug.Log("SettlementContext already exists, destroying duplicate");
+            if (debugMode) Debug.Log("SettlementContext already exists, destroying duplicate");
             Destroy(gameObject);
         }
     }

+ 1 - 1
Assets/Scripts/UI/ActiveQuestUIDebugger.cs

@@ -7,7 +7,7 @@ using UnityEngine;
 public class ActiveQuestUIDebugger : MonoBehaviour
 {
     [Header("Debug Settings")]
-    public bool enableDebugMode = true;
+    public bool enableDebugMode = false;
     public bool showClickDetails = true;
     public bool showUIBounds = true;
     public KeyCode testKey = KeyCode.F9;

+ 1 - 1
Assets/Scripts/UI/ClickManager.cs

@@ -24,7 +24,7 @@ public class ClickManager : MonoBehaviour
                     _instance = clickManagerObj.AddComponent<ClickManager>();
                     DontDestroyOnLoad(clickManagerObj);
 
-                    Debug.Log("✅ ClickManager auto-created");
+                    if (_instance.showDebugLogs) Debug.Log("✅ ClickManager auto-created");
                 }
             }
             return _instance;

+ 1 - 1
Assets/Scripts/UI/ClickManagerTest.cs

@@ -7,7 +7,7 @@ using UnityEngine;
 public class ClickManagerTest : MonoBehaviour
 {
     [Header("Test Settings")]
-    public bool showDebugInfo = true;
+    public bool showDebugInfo = false;
     public KeyCode testKey = KeyCode.T;
 
     void Update()

+ 20 - 14
Assets/Scripts/UI/CombatEventPopupUXML.cs

@@ -19,6 +19,9 @@ public class CombatEventPopupUXML : MonoBehaviour, IClickBlocker
     public float animationDuration = 0.3f;
     public float backgroundBlurIntensity = 0.5f;
 
+    [Header("Debug")]
+    public bool debugMode = false;
+
     // Events
     public System.Action<bool> OnCombatDecision; // true = attack, false = run away
 
@@ -83,7 +86,7 @@ public class CombatEventPopupUXML : MonoBehaviour, IClickBlocker
     void SetupUI()
     {
         var root = uiDocument.rootVisualElement;
-        Debug.Log($"🔧 SetupUI: Root element size: {root.resolvedStyle.width}x{root.resolvedStyle.height}");
+        if (debugMode) Debug.Log($"🔧 SetupUI: Root element size: {root.resolvedStyle.width}x{root.resolvedStyle.height}");
 
         // Load and instantiate UXML template
         if (popupTemplate != null)
@@ -91,13 +94,13 @@ public class CombatEventPopupUXML : MonoBehaviour, IClickBlocker
             // Clone the template
             var template = popupTemplate.Instantiate();
             root.Add(template);
-            Debug.Log($"✅ UXML template instantiated and added to root");
+            if (debugMode) Debug.Log($"✅ UXML template instantiated and added to root");
 
             // Apply style sheet
             if (popupStyleSheet != null)
             {
                 root.styleSheets.Add(popupStyleSheet);
-                Debug.Log($"✅ USS stylesheet applied");
+                if (debugMode) Debug.Log($"✅ USS stylesheet applied");
             }
             else
             {
@@ -148,13 +151,16 @@ public class CombatEventPopupUXML : MonoBehaviour, IClickBlocker
         runAwayButton = root.Q<Button>("run-away-button");
 
         // Debug what we found
-        Debug.Log($"🔍 UI Elements found:");
-        Debug.Log($"   popupContainer: {(popupContainer != null ? "✅" : "❌")}");
-        Debug.Log($"   backgroundOverlay: {(backgroundOverlay != null ? "✅" : "❌")}");
-        Debug.Log($"   popupPanel: {(popupPanel != null ? "✅" : "❌")}");
-        Debug.Log($"   eventTitleLabel: {(eventTitleLabel != null ? "✅" : "❌")}");
-        Debug.Log($"   attackButton: {(attackButton != null ? "✅" : "❌")}");
-        Debug.Log($"   runAwayButton: {(runAwayButton != null ? "✅" : "❌")}");
+        if (debugMode)
+        {
+            Debug.Log($"🔍 UI Elements found:");
+            Debug.Log($"   popupContainer: {(popupContainer != null ? "✅" : "❌")}");
+            Debug.Log($"   backgroundOverlay: {(backgroundOverlay != null ? "✅" : "❌")}");
+            Debug.Log($"   popupPanel: {(popupPanel != null ? "✅" : "❌")}");
+            Debug.Log($"   eventTitleLabel: {(eventTitleLabel != null ? "✅" : "❌")}");
+            Debug.Log($"   attackButton: {(attackButton != null ? "✅" : "❌")}");
+            Debug.Log($"   runAwayButton: {(runAwayButton != null ? "✅" : "❌")}");
+        }
 
         // Hide the template
         if (enemyItemTemplate != null)
@@ -257,7 +263,7 @@ public class CombatEventPopupUXML : MonoBehaviour, IClickBlocker
         currentContext = context;
         isPopupActive = true;
 
-        Debug.Log($"🎭 Showing combat popup with {battleData.enemyCount} {battleData.enemyType}(s)");
+        if (debugMode) Debug.Log($"🎭 Showing combat popup with {battleData.enemyCount} {battleData.enemyType}(s)");
 
         // Update UI content
         UpdatePopupContent(battleData, description);
@@ -511,7 +517,7 @@ public class CombatEventPopupUXML : MonoBehaviour, IClickBlocker
     {
         if (popupContainer != null)
         {
-            Debug.Log($"🎭 ShowPopup: Setting display to Flex, current display: {popupContainer.style.display}");
+            if (debugMode) Debug.Log($"🎭 ShowPopup: Setting display to Flex, current display: {popupContainer.style.display}");
             popupContainer.style.display = DisplayStyle.Flex;
 
             // Add animation classes
@@ -522,7 +528,7 @@ public class CombatEventPopupUXML : MonoBehaviour, IClickBlocker
             // Check if UI Document is active and panel settings are configured
             if (uiDocument != null && uiDocument.panelSettings != null)
             {
-                Debug.Log($"✅ UIDocument active: {uiDocument.enabled}, Panel Settings: {uiDocument.panelSettings.name}");
+                if (debugMode) Debug.Log($"✅ UIDocument active: {uiDocument.enabled}, Panel Settings: {uiDocument.panelSettings.name}");
             }
             else
             {
@@ -552,7 +558,7 @@ public class CombatEventPopupUXML : MonoBehaviour, IClickBlocker
             }, animationDuration);
 
             isPopupActive = false;
-            Debug.Log("✅ Combat popup hidden");
+            if (debugMode) Debug.Log("✅ Combat popup hidden");
         }
     }
 

+ 289 - 67
Assets/Scripts/UI/ItemShopManager.cs

@@ -1,6 +1,8 @@
+using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UIElements;
+using UnityEngine.SceneManagement;
 using System.Linq;
 
 public class ItemShopManager : MonoBehaviour
@@ -21,6 +23,7 @@ public class ItemShopManager : MonoBehaviour
     private VisualElement shopContainer;
     private TextField searchField;
     private DropdownField categoryFilter;
+    private DropdownField customerDropdown;
     private ScrollView itemList;
     private Label shopTitle;
     private Label playerMoney;
@@ -38,18 +41,60 @@ public class ItemShopManager : MonoBehaviour
 
     void Start()
     {
+        // Use a coroutine to delay initialization by one frame
+        // This ensures other scripts that might modify UIDocument have finished
+        StartCoroutine(DelayedInitialization());
+    }
+
+    private IEnumerator DelayedInitialization()
+    {
+        // Wait one frame to ensure all other Start() methods have completed
+        yield return null;
+
+        // Get all UIDocument components to debug
+        UIDocument[] allUIDocuments = GetComponents<UIDocument>();
+        Debug.Log($"Found {allUIDocuments.Length} UIDocument components on this GameObject");
+
         // Initialize UI in Start() to ensure UIDocument is ready
         uiDocument = GetComponent<UIDocument>();
         if (uiDocument == null)
         {
-            Debug.LogError("ItemShopManager requires a UIDocument component");
-            return;
+            Debug.LogWarning("ItemShopManager: No UIDocument component found. Shop UI will be initialized when needed.");
+
+            // Try to find UIDocument on parent or children as fallback
+            uiDocument = GetComponentInParent<UIDocument>();
+            if (uiDocument == null)
+            {
+                uiDocument = GetComponentInChildren<UIDocument>();
+            }
+
+            if (uiDocument != null)
+            {
+                Debug.Log("Found UIDocument on parent/child, using that instead");
+            }
+            else
+            {
+                Debug.Log("No UIDocument found anywhere in hierarchy. Will create one when shop is opened.");
+                yield break; // Exit gracefully instead of throwing an error
+            }
         }
 
         if (uiDocument.visualTreeAsset == null)
         {
-            Debug.LogError("ItemShopManager: UIDocument needs a Visual Tree Asset assigned! Please assign ShopUI.uxml");
-            return;
+            Debug.LogWarning("ItemShopManager: UIDocument needs a Visual Tree Asset assigned! Will try to load when shop is opened.");
+            yield break;
+        }
+
+        // Load and apply stylesheet
+        var stylesheet = Resources.Load<StyleSheet>("UI/TownShopUI");
+        if (stylesheet != null)
+        {
+            uiDocument.rootVisualElement.styleSheets.Add(stylesheet);
+            Debug.Log("✓ ItemShopManager: Stylesheet loaded successfully");
+        }
+        else
+        {
+            Debug.LogWarning("⚠ ItemShopManager: Could not load TownShopUI stylesheet from Resources/UI/");
         }
 
         // Ensure panel settings and proper sorting order are set
@@ -57,7 +102,6 @@ public class ItemShopManager : MonoBehaviour
 
         InitializeUI();
     }
-
     void LoadAllItems()
     {
         availableItems.Clear();
@@ -73,7 +117,6 @@ public class ItemShopManager : MonoBehaviour
         else
         {
             availableItems.AddRange(allItems);
-            Debug.Log($"Loaded {allItems.Length} items from Resources/Items folder");
         }
 
         // Also check for items in the direct Resources folder
@@ -87,10 +130,6 @@ public class ItemShopManager : MonoBehaviour
         }
 
         Debug.Log($"Total items available in shop: {availableItems.Count}");
-        foreach (Item item in availableItems)
-        {
-            Debug.Log($"- {item.itemName} ({item.itemType})");
-        }
     }
 
     void CreateDefaultItems()
@@ -148,28 +187,55 @@ public class ItemShopManager : MonoBehaviour
         Debug.Log("Created default runtime items since no ScriptableObject assets were found.");
     }
 
-    void InitializeUI()
+    private bool SetupUIDocument()
+    {
+        // Try to get UIDocument component
+        uiDocument = GetComponent<UIDocument>();
+        if (uiDocument == null)
+        {
+            // Add UIDocument component if it doesn't exist
+            uiDocument = gameObject.AddComponent<UIDocument>();
+        }
+
+        // Try to load the TownShopUI asset
+        var shopUIAsset = Resources.Load<VisualTreeAsset>("UI/TownShopUI");
+        if (shopUIAsset == null)
+        {
+            Debug.LogError("Could not load TownShopUI.uxml from Resources/UI/");
+            return false;
+        }
+
+        uiDocument.visualTreeAsset = shopUIAsset;
+
+        // Load and apply stylesheet
+        var stylesheet = Resources.Load<StyleSheet>("UI/TownShopUI");
+        if (stylesheet != null)
+        {
+            uiDocument.rootVisualElement.styleSheets.Add(stylesheet);
+            Debug.Log("✓ ItemShopManager: Stylesheet loaded successfully");
+        }
+
+        // Ensure panel settings
+        EnsurePanelSettings();
+
+        return true;
+    }
+
+    private void InitializeUI()
     {
         var root = uiDocument.rootVisualElement;
-        Debug.Log("ItemShopManager: Initializing UI elements...");
 
-        shopContainer = root.Q<VisualElement>("ShopContainer");
-        searchField = root.Q<TextField>("SearchField");
-        categoryFilter = root.Q<DropdownField>("CategoryFilter");
-        itemList = root.Q<ScrollView>("ItemList");
-        shopTitle = root.Q<Label>("ShopTitle");
-        playerMoney = root.Q<Label>("PlayerMoney");
-        closeButton = root.Q<Button>("CloseButton");
+        // Use the correct element names from TownShopUI.uxml
+        shopContainer = root.Q<VisualElement>("shop-container");
+        searchField = root.Q<TextField>("search-field");
+        categoryFilter = root.Q<DropdownField>("category-filter");
+        customerDropdown = root.Q<DropdownField>("customer-dropdown");
+        itemList = root.Q<ScrollView>("item-list");
+        shopTitle = root.Q<Label>("shop-name");
+        playerMoney = root.Q<Label>("money-label");
+        closeButton = root.Q<Button>("close-button");
 
         // Debug which elements were found
-        Debug.Log($"ShopContainer found: {shopContainer != null}");
-        Debug.Log($"SearchField found: {searchField != null}");
-        Debug.Log($"CategoryFilter found: {categoryFilter != null}");
-        Debug.Log($"ItemList found: {itemList != null}");
-        Debug.Log($"ShopTitle found: {shopTitle != null}");
-        Debug.Log($"PlayerMoney found: {playerMoney != null}");
-        Debug.Log($"CloseButton found: {closeButton != null}");
-
         // Setup category filter
         if (categoryFilter != null)
         {
@@ -178,6 +244,14 @@ public class ItemShopManager : MonoBehaviour
             categoryFilter.RegisterValueChangedCallback(OnCategoryChanged);
         }
 
+        // Setup customer dropdown (will be populated when opening shop)
+        if (customerDropdown != null)
+        {
+            // Initialize with empty choices to prevent index errors
+            customerDropdown.choices = new List<string>();
+            customerDropdown.RegisterValueChangedCallback(OnCustomerChanged);
+        }
+
         // Setup search field
         if (searchField != null)
         {
@@ -230,18 +304,32 @@ public class ItemShopManager : MonoBehaviour
         // Ensure UI is initialized
         if (shopContainer == null)
         {
-            Debug.Log("ItemShopManager: UI not initialized, initializing now...");
+            Debug.Log("ItemShopManager: UI not initialized, attempting to set up...");
+
+            // Try to set up UIDocument if not already done
+            if (uiDocument == null)
+            {
+                if (!SetupUIDocument())
+                {
+                    Debug.LogError("ItemShopManager: Could not set up UIDocument. Cannot open shop.");
+                    return;
+                }
+            }
+
             InitializeUI();
         }
 
         if (shopContainer == null)
         {
-            Debug.LogError("ItemShopManager: shopContainer is null! Make sure ShopUI.uxml is assigned to the UIDocument and contains a 'ShopContainer' element.");
+            Debug.LogError("ItemShopManager: shopContainer is null! Make sure TownShopUI.uxml is assigned to the UIDocument and contains a 'shop-container' element.");
             return;
         }
 
         currentCustomer = customer;
 
+        // Update customer dropdown
+        UpdateCustomerDropdown();
+
         // Update UI
         if (shopTitle != null)
         {
@@ -255,15 +343,6 @@ public class ItemShopManager : MonoBehaviour
         if (shopContainer != null)
         {
             shopContainer.style.display = DisplayStyle.Flex;
-            Debug.Log("ItemShopManager: Shop container visibility set to Flex");
-
-            // Additional debugging
-            Debug.Log($"Shop container style.display: {shopContainer.style.display}");
-            Debug.Log($"Shop container resolvedStyle.display: {shopContainer.resolvedStyle.display}");
-            Debug.Log($"Shop container visible: {shopContainer.visible}");
-            Debug.Log($"Shop container position: {shopContainer.style.position}");
-            Debug.Log($"Shop container width: {shopContainer.resolvedStyle.width}");
-            Debug.Log($"Shop container height: {shopContainer.resolvedStyle.height}");
         }
 
         Debug.Log($"Opened {shopName} for {customer.name}");
@@ -277,7 +356,6 @@ public class ItemShopManager : MonoBehaviour
         }
 
         currentCustomer = null;
-        Debug.Log("Closed shop");
     }
 
     private void OnCategoryChanged(ChangeEvent<string> evt)
@@ -357,41 +435,40 @@ public class ItemShopManager : MonoBehaviour
         var itemContainer = new VisualElement();
         itemContainer.AddToClassList("shop-item");
 
-        // Item header with name and cost
-        var header = new VisualElement();
-        header.AddToClassList("item-header");
-        header.style.flexDirection = FlexDirection.Row;
-        header.style.justifyContent = Justify.SpaceBetween;
-
+        // Item name
         var nameLabel = new Label(item.itemName);
         nameLabel.AddToClassList("item-name");
-        header.Add(nameLabel);
-
-        var costLabel = new Label(item.GetCostString());
-        costLabel.AddToClassList("item-cost");
-        header.Add(costLabel);
-
-        itemContainer.Add(header);
-
-        // Item description
-        var descriptionLabel = new Label(item.description);
-        descriptionLabel.AddToClassList("item-description");
-        descriptionLabel.style.whiteSpace = WhiteSpace.Normal;
-        itemContainer.Add(descriptionLabel);
+        itemContainer.Add(nameLabel);
 
-        // Item stats (if applicable)
+        // Item description with stats
+        string description = item.description;
         string statsString = GetItemStatsString(item);
         if (!string.IsNullOrEmpty(statsString))
         {
-            var statsLabel = new Label(statsString);
-            statsLabel.AddToClassList("item-stats");
-            itemContainer.Add(statsLabel);
+            description += $"    {statsString}";
         }
 
+        var descriptionLabel = new Label(description);
+        descriptionLabel.AddToClassList("item-description");
+        itemContainer.Add(descriptionLabel);
+
+        // Price and buy button container
+        var priceButtonContainer = new VisualElement();
+        priceButtonContainer.style.flexDirection = FlexDirection.Row;
+        priceButtonContainer.style.justifyContent = Justify.SpaceBetween;
+        priceButtonContainer.style.alignItems = Align.Center;
+
+        var costLabel = new Label(item.GetCostString());
+        costLabel.AddToClassList("item-price");
+        priceButtonContainer.Add(costLabel);
+
         // Purchase button
         var purchaseButton = new Button(() => PurchaseItem(item));
         purchaseButton.text = "Buy";
-        purchaseButton.AddToClassList("purchase-button");
+        purchaseButton.AddToClassList("buy-button");
+        priceButtonContainer.Add(purchaseButton);
+
+        itemContainer.Add(priceButtonContainer);
 
         // Check if player can afford the item
         bool canAfford = currentCustomer != null && CanCustomerAfford(item);
@@ -536,12 +613,10 @@ public class ItemShopManager : MonoBehaviour
         {
             case ItemType.Weapon:
                 currentCustomer.weapons.Add(item.itemName);
-                Debug.Log($"Added weapon '{item.itemName}' to {currentCustomer.name}'s weapon inventory");
                 break;
 
             case ItemType.Armor:
                 currentCustomer.armor.Add(item.itemName);
-                Debug.Log($"Added armor '{item.itemName}' to {currentCustomer.name}'s armor inventory");
                 break;
 
             case ItemType.Miscellaneous:
@@ -549,12 +624,11 @@ public class ItemShopManager : MonoBehaviour
             case ItemType.Tool:
             case ItemType.Accessory:
                 currentCustomer.miscItems.Add(item.itemName);
-                Debug.Log($"Added item '{item.itemName}' to {currentCustomer.name}'s misc inventory");
                 break;
 
             default:
                 currentCustomer.miscItems.Add(item.itemName);
-                Debug.LogWarning($"Unknown item type for '{item.itemName}', added to misc items");
+                if (Application.isEditor) Debug.LogWarning($"Unknown item type for '{item.itemName}', added to misc items");
                 break;
         }
 
@@ -781,4 +855,152 @@ public class ItemShopManager : MonoBehaviour
             }
         }
     }
+
+    private void OnCustomerChanged(ChangeEvent<string> evt)
+    {
+        // When customer is changed from dropdown, find the corresponding TeamCharacter
+        string selectedName = evt.newValue;
+
+        // Skip if no valid selection or error states
+        if (string.IsNullOrEmpty(selectedName) || selectedName == "No Customer" || selectedName.StartsWith("Error"))
+        {
+            Debug.Log("Customer dropdown selection is invalid, skipping");
+            return;
+        }
+
+        // Try to find the character from different sources depending on the scene
+        TeamCharacter selectedCharacter = FindCharacterByName(selectedName);
+
+        if (selectedCharacter != null)
+        {
+            currentCustomer = selectedCharacter;
+            UpdatePlayerMoney();
+            Debug.Log($"Customer changed to: {selectedCharacter.name}");
+        }
+        else
+        {
+            Debug.LogWarning($"Could not find character with name: {selectedName}");
+        }
+    }
+
+    private void UpdateCustomerDropdown()
+    {
+        if (customerDropdown == null)
+        {
+            Debug.LogWarning("CustomerDropdown is null, cannot update");
+            return;
+        }
+
+        List<string> customerOptions = new List<string>();
+
+        try
+        {
+            // Check what scene we're in and populate accordingly
+            if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "MainTeamSelectScene" ||
+                GameObject.Find("MainTeamSelectScript") != null)
+            {
+                // In MainTeamSelectScene - populate with team members
+                var mainTeamSelect = FindFirstObjectByType<MainTeamSelectScript>();
+                if (mainTeamSelect != null)
+                {
+                    var configuredCharacters = mainTeamSelect.GetConfiguredCharacters();
+                    if (configuredCharacters != null)
+                    {
+                        foreach (var character in configuredCharacters)
+                        {
+                            if (character != null && !string.IsNullOrEmpty(character.name))
+                            {
+                                customerOptions.Add(character.name);
+                            }
+                        }
+                    }
+                }
+
+                // If no team members found, just add the current customer
+                if (customerOptions.Count == 0 && currentCustomer != null && !string.IsNullOrEmpty(currentCustomer.name))
+                {
+                    customerOptions.Add(currentCustomer.name);
+                }
+            }
+            else
+            {
+                // In TownScene or other scenes - use GameStateManager or other sources
+                if (GameStateManager.Instance?.savedTeam != null)
+                {
+                    foreach (var character in GameStateManager.Instance.savedTeam)
+                    {
+                        if (character != null && !string.IsNullOrEmpty(character.name))
+                        {
+                            customerOptions.Add(character.name);
+                        }
+                    }
+                }
+
+                // Fallback to current customer
+                if (customerOptions.Count == 0 && currentCustomer != null && !string.IsNullOrEmpty(currentCustomer.name))
+                {
+                    customerOptions.Add(currentCustomer.name);
+                }
+            }
+
+            // Ensure we have at least one option
+            if (customerOptions.Count == 0)
+            {
+                customerOptions.Add("No Customer");
+            }
+
+            // Set the dropdown options
+            customerDropdown.choices = customerOptions;
+
+            // Set the current selection safely
+            if (currentCustomer != null && !string.IsNullOrEmpty(currentCustomer.name) && customerOptions.Contains(currentCustomer.name))
+            {
+                customerDropdown.value = currentCustomer.name;
+            }
+            else if (customerOptions.Count > 0)
+            {
+                customerDropdown.value = customerOptions[0];
+            }
+
+            Debug.Log($"Customer dropdown populated with {customerOptions.Count} customers: {string.Join(", ", customerOptions)}");
+        }
+        catch (System.Exception ex)
+        {
+            Debug.LogError($"Error updating customer dropdown: {ex.Message}");
+            // Fallback to safe state
+            customerDropdown.choices = new List<string> { "Error - No Customer" };
+            customerDropdown.value = "Error - No Customer";
+        }
+    }
+
+    private TeamCharacter FindCharacterByName(string characterName)
+    {
+        // Try MainTeamSelectScript first
+        var mainTeamSelect = FindFirstObjectByType<MainTeamSelectScript>();
+        if (mainTeamSelect != null)
+        {
+            var configuredCharacters = mainTeamSelect.GetConfiguredCharacters();
+            foreach (var character in configuredCharacters)
+            {
+                if (character != null && character.name == characterName)
+                {
+                    return character;
+                }
+            }
+        }
+
+        // Try GameStateManager
+        if (GameStateManager.Instance?.savedTeam != null)
+        {
+            foreach (var character in GameStateManager.Instance.savedTeam)
+            {
+                if (character != null && character.name == characterName)
+                {
+                    return character;
+                }
+            }
+        }
+
+        return null;
+    }
 }

+ 0 - 42
Assets/Scripts/UI/MapScene/ActiveQuestUI.cs

@@ -69,7 +69,6 @@ public class ActiveQuestUI : MonoBehaviour, IClickBlocker
         // Check if we need to refresh the quest list
         if (QuestManager.Instance != null)
         {
-            Debug.Log("ActiveQuestUI: OnEnable refresh - updating quest list");
             RefreshQuestList();
         }
     }
@@ -85,7 +84,6 @@ public class ActiveQuestUI : MonoBehaviour, IClickBlocker
 
     private void Start()
     {
-        Debug.Log("ActiveQuestUI: Start called");
         InitializeUI();
         SubscribeToEvents();
 
@@ -96,7 +94,6 @@ public class ActiveQuestUI : MonoBehaviour, IClickBlocker
     private IEnumerator DelayedQuestRefresh()
     {
         yield return new WaitForEndOfFrame();
-        Debug.Log("ActiveQuestUI: Performing delayed quest refresh");
         RefreshQuestList();
     }
 
@@ -232,20 +229,13 @@ public class ActiveQuestUI : MonoBehaviour, IClickBlocker
 
     private void SubscribeToEvents()
     {
-        Debug.Log("ActiveQuestUI: SubscribeToEvents called");
-
         if (QuestManager.Instance != null)
         {
-            Debug.Log("ActiveQuestUI: QuestManager found, subscribing to events");
             QuestManager.Instance.OnQuestAccepted += HandleQuestAccepted;
             QuestManager.Instance.OnQuestCompleted += HandleQuestCompleted;
             QuestManager.Instance.OnQuestAbandoned += HandleQuestAbandoned;
             QuestManager.Instance.OnQuestFailed += HandleQuestFailed;
         }
-        else
-        {
-            Debug.LogWarning("ActiveQuestUI: QuestManager.Instance is null during SubscribeToEvents!");
-        }
     }
 
     private void OnDestroy()
@@ -267,7 +257,6 @@ public class ActiveQuestUI : MonoBehaviour, IClickBlocker
 
     private void RefreshQuestList()
     {
-        Debug.Log("ActiveQuestUI: RefreshQuestList called");
         ClearQuestList();
 
         if (QuestManager.Instance == null)
@@ -278,21 +267,17 @@ public class ActiveQuestUI : MonoBehaviour, IClickBlocker
         }
 
         var activeQuests = QuestManager.Instance.GetActiveQuests();
-        Debug.Log($"ActiveQuestUI: Found {activeQuests.Count} active quests");
 
         if (activeQuests.Count == 0)
         {
-            Debug.Log("ActiveQuestUI: No active quests found, showing no quests message");
             ShowNoQuestsMessage();
             return;
         }
 
-        Debug.Log("ActiveQuestUI: Creating quest entries");
         HideNoQuestsMessage();
 
         foreach (var quest in activeQuests)
         {
-            Debug.Log($"ActiveQuestUI: Creating entry for quest: {quest.questData.questTitle}");
             CreateQuestEntry(quest);
         }
 
@@ -395,7 +380,6 @@ public class ActiveQuestUI : MonoBehaviour, IClickBlocker
 
     private void UpdateTrackerTitle()
     {
-        Debug.Log("UpdateTrackerTitle called");
 
         if (trackerTitle == null)
         {
@@ -406,14 +390,12 @@ public class ActiveQuestUI : MonoBehaviour, IClickBlocker
         int activeCount = QuestManager.Instance?.GetActiveQuests().Count ?? 0;
         string newTitle = $"Active Quests ({activeCount})";
 
-        Debug.Log($"Setting tracker title to: '{newTitle}'");
         trackerTitle.text = newTitle;
 
         // Force update the display
         if (questTracker != null)
         {
             questTracker.style.display = DisplayStyle.Flex;
-            Debug.Log("Ensured questTracker is visible");
         }
     }
 
@@ -455,7 +437,6 @@ public class ActiveQuestUI : MonoBehaviour, IClickBlocker
         if (questMapMarkerManager != null)
         {
             questMapMarkerManager.FocusOnQuest(selectedQuest);
-            Debug.Log($"Tracking quest: {selectedQuest.questData.questTitle}");
         }
 
         // Show quest details popup
@@ -479,28 +460,12 @@ public class ActiveQuestUI : MonoBehaviour, IClickBlocker
         {
             ShowQuestDetails(selectedQuest);
         }
-        else
-        {
-            // Open the Adventures Guild UI or a quest log scene
-            Debug.Log("Opening full quest log...");
-        }
     }
 
     private void NavigateToQuest()
     {
         if (selectedQuest == null) return;
-
-        // Set travel destination to quest location
-        // var travelSystem = FindFirstObjectByType<TravelSystem>();
-        // if (travelSystem != null)
-        // {
-        //     Vector2 questLocation = new Vector2(selectedQuest.questData.targetLocationX, selectedQuest.questData.targetLocationY);
-        //     travelSystem.SetDestination(questLocation);
-        //     Debug.Log($"Navigating to quest at {questLocation}");
-        // }
-
         Vector2 questLocation = new Vector2(selectedQuest.questData.targetLocationX, selectedQuest.questData.targetLocationY);
-        Debug.Log($"Navigating to quest at {questLocation}");
     }
 
     #endregion
@@ -723,20 +688,17 @@ public class ActiveQuestUI : MonoBehaviour, IClickBlocker
 
     private void HandleQuestAccepted(ActiveQuest quest)
     {
-        Debug.Log($"ActiveQuestUI: HandleQuestAccepted called for quest {quest.questData.questTitle}");
         RefreshQuestList();
     }
 
     private void HandleQuestCompleted(ActiveQuest quest, List<QuestReward> rewards)
     {
-        Debug.Log($"ActiveQuestUI: HandleQuestCompleted called for quest {quest.questData.questTitle}");
         ShowCompletionNotification(quest, rewards);
         RefreshQuestList();
     }
 
     private void HandleQuestAbandoned(ActiveQuest quest)
     {
-        Debug.Log($"ActiveQuestUI: HandleQuestAbandoned called for quest {quest.questData.questTitle}");
         if (selectedQuest?.questData == quest.questData)
             selectedQuest = null;
 
@@ -745,7 +707,6 @@ public class ActiveQuestUI : MonoBehaviour, IClickBlocker
 
     private void HandleQuestFailed(ActiveQuest quest)
     {
-        Debug.Log($"ActiveQuestUI: HandleQuestFailed called for quest {quest.questData.questTitle}");
         if (selectedQuest?.questData == quest.questData)
             selectedQuest = null;
 
@@ -866,7 +827,6 @@ public class ActiveQuestUI : MonoBehaviour, IClickBlocker
         // Primary method: Check if we recently handled a UI click
         if (recentlyHandledClick)
         {
-            Debug.Log("🚫 ActiveQuestUI: Blocking click due to recent UI interaction");
             return true;
         }
 
@@ -899,7 +859,6 @@ public class ActiveQuestUI : MonoBehaviour, IClickBlocker
                     questPanelWidth = bounds.width;
                     questPanelHeight = bounds.height;
 
-                    Debug.Log($"🔍 Using actual UI bounds: x={questPanelX}, y={questPanelY}, w={questPanelWidth}, h={questPanelHeight}");
                 }
             }
             catch (System.Exception e)
@@ -915,7 +874,6 @@ public class ActiveQuestUI : MonoBehaviour, IClickBlocker
 
         if (inQuestArea)
         {
-            Debug.Log($"🛡️ ActiveQuestUI: Blocking click in quest area at {screenPosition} (quest area: {questPanelX}-{questPanelX + questPanelWidth}, {questPanelY}-{questPanelY + questPanelHeight})");
             return true;
         }
 

+ 1 - 1
Assets/Scripts/UI/MapScene/MapLegendUI.cs

@@ -10,7 +10,7 @@ public class MapSceneLegendUI : MonoBehaviour, IClickBlocker
     [Header("Settings")]
     public bool startVisible = true;
     public KeyCode toggleKey = KeyCode.L;
-    public bool debugMode = true;
+    public bool debugMode = false;
 
     // UI Elements
     private VisualElement legendContainer;

+ 1 - 1
Assets/Scripts/UI/MapScene/MapLocationNameDisplay.cs

@@ -28,7 +28,7 @@ public class MapLocationNameDisplay : MonoBehaviour, IClickBlocker
     public Color riverNameColor = Color.blue;
 
     [Header("World Positioning")]
-    public bool debugMode = true;
+    public bool debugMode = false;
     public float updateFrequency = 0.33f; // Update positions 3 times per second for good performance
 
     private VisualElement mapContainer;

+ 1 - 1
Assets/Scripts/UI/MapScene/MapLocationSystemInitializer.cs

@@ -5,7 +5,7 @@ using System.Collections;
 public class MapLocationSystemSettings
 {
     [Header("System Settings")]
-    public bool enableDebugMode = true;
+    public bool enableDebugMode = false;
     public bool autoGenerateFeatures = true;
     public bool showLegendOnStart = true;
     public bool showSettlementNamesOnStart = true;

+ 1 - 1
Assets/Scripts/UI/MapScene/MapLocationTestHelper.cs

@@ -12,7 +12,7 @@ public class MapLocationTestHelper : MonoBehaviour
     public KeyCode testKey = KeyCode.T;
 
     [Header("Debug")]
-    public bool verboseLogging = true;
+    public bool verboseLogging = false;
 
     private void Start()
     {

+ 28 - 16
Assets/Scripts/UI/MapScene/WorldSpaceLocationNames.cs

@@ -35,7 +35,7 @@ public class WorldSpaceLocationNames : MonoBehaviour
     public bool useBuiltInTextMesh = false; // Fallback to Unity's TextMesh if TextMeshPro fails
 
     [Header("Debug")]
-    public bool debugMode = true;
+    public bool debugMode = false;
 
     private List<GameObject> nameObjects = new List<GameObject>();
     private GeographicFeatureManager featureManager;
@@ -156,7 +156,7 @@ public class WorldSpaceLocationNames : MonoBehaviour
         {
             tmp.font = fontAsset;
         }
-        else
+        else if (debugMode)
         {
             // If no TMP font is found, we'll rely on the default behavior
             Debug.LogWarning("WorldSpaceLocationNames: No TMP_FontAsset found, using default font");
@@ -702,11 +702,14 @@ public class WorldSpaceLocationNames : MonoBehaviour
 
             GameObject testObj = CreateNameObject("TEST TEXT", testPosition, Color.yellow, textSize);
 
-            Debug.Log($"Created test text at {testPosition}");
-            Debug.Log($"Camera is at {mainCamera.transform.position}");
-            Debug.Log($"Distance: {Vector3.Distance(mainCamera.transform.position, testPosition):F2}");
+            if (debugMode)
+            {
+                Debug.Log($"Created test text at {testPosition}");
+                Debug.Log($"Camera is at {mainCamera.transform.position}");
+                Debug.Log($"Distance: {Vector3.Distance(mainCamera.transform.position, testPosition):F2}");
+            }
         }
-        else
+        else if (debugMode)
         {
             Debug.LogError("No camera found for test text creation");
         }
@@ -740,7 +743,10 @@ public class WorldSpaceLocationNames : MonoBehaviour
         // Also disable face camera for future objects
         faceCamera = false;
 
-        Debug.Log($"Removed LookAtCamera components from {nameObjects.Count} objects and applied fixed rotation: {fixedRotation}");
+        if (debugMode)
+        {
+            Debug.Log($"Removed LookAtCamera components from {nameObjects.Count} objects and applied fixed rotation: {fixedRotation}");
+        }
     }
 
     // Apply all the manual fixes you discovered automatically
@@ -810,12 +816,15 @@ public class WorldSpaceLocationNames : MonoBehaviour
         faceCamera = false;
         maxViewDistance = 0f;
 
-        Debug.Log($"Fixed visibility settings for {fixedCount} text objects");
-        Debug.Log($"- Removed distance-based visibility components");
-        Debug.Log($"- Removed LookAtCamera components");
-        Debug.Log($"- Enabled mesh renderers");
-        Debug.Log($"- Set font size to {textSize}");
-        Debug.Log($"- Applied fixed rotation: {fixedRotation}");
+        if (debugMode)
+        {
+            Debug.Log($"Fixed visibility settings for {fixedCount} text objects");
+            Debug.Log($"- Removed distance-based visibility components");
+            Debug.Log($"- Removed LookAtCamera components");
+            Debug.Log($"- Enabled mesh renderers");
+            Debug.Log($"- Set font size to {textSize}");
+            Debug.Log($"- Applied fixed rotation: {fixedRotation}");
+        }
     }
 
     // Automatically apply visibility fixes at startup (no manual interaction needed)
@@ -942,9 +951,12 @@ public class WorldSpaceLocationNames : MonoBehaviour
             }
         }
 
-        Debug.Log($"Fixed sorting order for {fixedCount} text objects");
-        Debug.Log($"- Sorting Layer: {sortingLayerName}");
-        Debug.Log($"- Sorting Order: {sortingOrder} (roads are 1, so text should be 2+)");
+        if (debugMode)
+        {
+            Debug.Log($"Fixed sorting order for {fixedCount} text objects");
+            Debug.Log($"- Sorting Layer: {sortingLayerName}");
+            Debug.Log($"- Sorting Order: {sortingOrder} (roads are 1, so text should be 2+)");
+        }
     }
 }
 

+ 1 - 1
Assets/Scripts/UI/MapSceneSetup.cs

@@ -9,7 +9,7 @@ public class MapSceneSetup : MonoBehaviour
 {
     [Header("Setup Options")]
     public bool autoSetupOnStart = true;
-    public bool showDebugLogs = true;
+    public bool showDebugLogs = false;
 
     [Header("UI Settings")]
     public bool enableTeamOverview = true;

+ 1 - 1
Assets/Scripts/UI/MapUISetupHelper.cs

@@ -12,7 +12,7 @@ public class MapUISetupHelper : MonoBehaviour
     [SerializeField] private VisualTreeAsset mapWithTravelUITemplate;
 
     [Header("Debug Info")]
-    [SerializeField] private bool showDebugInfo = true;
+    [SerializeField] private bool showDebugInfo = false;
 
     void Start()
     {

+ 0 - 15
Assets/Scripts/UI/SettlementInteractionUI.cs

@@ -76,7 +76,6 @@ public class SettlementInteractionUI : MonoBehaviour
                 interactionManager.OnSettlementLeft += HideSettlementPrompt;
                 interactionManager.OnSettlementEntered += OnSettlementEntered;
                 eventsSubscribed = true;
-                Debug.Log("SettlementInteractionUI: Late connection to SettlementInteractionManager successful");
             }
         }
 
@@ -85,12 +84,10 @@ public class SettlementInteractionUI : MonoBehaviour
             var currentSettlement = interactionManager.GetCurrentNearbySettlement();
             if (currentSettlement != null)
             {
-                Debug.Log($"SettlementInteractionUI: Found nearby settlement on enable: {currentSettlement.name}");
                 ShowSettlementPrompt(currentSettlement);
             }
             else
             {
-                Debug.Log("SettlementInteractionUI: No nearby settlement found on enable");
                 HideSettlementPrompt();
             }
         }
@@ -128,8 +125,6 @@ public class SettlementInteractionUI : MonoBehaviour
         {
             promptContainer.style.display = DisplayStyle.None;
         }
-
-        Debug.Log("SettlementInteractionUI initialized");
     }
 
     /// <summary>
@@ -145,8 +140,6 @@ public class SettlementInteractionUI : MonoBehaviour
             interactionManager.OnSettlementLeft += HideSettlementPrompt;
             interactionManager.OnSettlementEntered += OnSettlementEntered;
             eventsSubscribed = true;
-
-            Debug.Log("SettlementInteractionUI connected to SettlementInteractionManager");
         }
         else
         {
@@ -175,7 +168,6 @@ public class SettlementInteractionUI : MonoBehaviour
         if (settlementNameLabel != null)
         {
             settlementNameLabel.text = settlement.name;
-            Debug.Log($"SettlementInteractionUI: Set settlement name to: '{settlement.name}'");
         }
         else
         {
@@ -188,7 +180,6 @@ public class SettlementInteractionUI : MonoBehaviour
             string settlementType = settlement.Type == SettlementType.Town ? "Town" : "Village";
             string keyName = interactionManager?.enterSettlementKey.ToString() ?? "E";
             instructionLabel.text = $"Press {keyName} to enter {settlementType}";
-            Debug.Log($"SettlementInteractionUI: Set instruction to: '{instructionLabel.text}'");
         }
         else
         {
@@ -197,8 +188,6 @@ public class SettlementInteractionUI : MonoBehaviour
 
         // Show the prompt
         promptContainer.style.display = DisplayStyle.Flex;
-
-        Debug.Log($"SettlementInteractionUI: Showing prompt for: {settlement.name}");
     }
 
     /// <summary>
@@ -211,7 +200,6 @@ public class SettlementInteractionUI : MonoBehaviour
             promptContainer.style.display = DisplayStyle.None;
         }
 
-        Debug.Log("Hiding settlement prompt");
     }
 
     /// <summary>
@@ -219,7 +207,6 @@ public class SettlementInteractionUI : MonoBehaviour
     /// </summary>
     private void OnSettlementEntered(Settlement settlement)
     {
-        Debug.Log($"Entering settlement: {settlement.name}");
         // UI will be destroyed when scene changes, no cleanup needed
     }
 
@@ -265,7 +252,6 @@ public class SettlementInteractionUI : MonoBehaviour
                 instructionLabel.text = "Press E to enter";
             }
 
-            Debug.Log("[SettlementUI] Force showing UI");
         }
     }
 
@@ -277,7 +263,6 @@ public class SettlementInteractionUI : MonoBehaviour
         if (promptContainer != null)
         {
             promptContainer.style.display = DisplayStyle.None;
-            Debug.Log("[SettlementUI] Force hiding UI");
         }
     }
 

+ 0 - 4
Assets/Scripts/UI/SettlementUIBridge.cs

@@ -32,8 +32,6 @@ public class SettlementUIBridge : MonoBehaviour
 
         if (settlementUI != null)
         {
-            Debug.Log("[UIBridge] Connected to SettlementInteractionUI");
-
             // Force initial state
             lastActiveState = gameObject.activeSelf;
             UpdateUIVisibility();
@@ -62,13 +60,11 @@ public class SettlementUIBridge : MonoBehaviour
 
         if (gameObject.activeSelf)
         {
-            Debug.Log("[UIBridge] GameObject activated - UI should show");
             // Force UI to show with test data if no real settlement detected
             settlementUI.ForceShowUI();
         }
         else
         {
-            Debug.Log("[UIBridge] GameObject deactivated - UI should hide");
             settlementUI.ForceHideUI();
         }
     }

+ 1 - 1
Assets/Scripts/UI/ShopSystemSetup.cs

@@ -23,7 +23,7 @@ public class ShopSystemSetup : MonoBehaviour
 
     [Header("Debug Options")]
     [Tooltip("Show debug information in console")]
-    public bool enableDebugLogging = true;
+    public bool enableDebugLogging = false;
 
     void Start()
     {

+ 1 - 1
Assets/Scripts/UI/TeamOverviewSetup.cs

@@ -9,7 +9,7 @@ public class TeamOverviewSetup : MonoBehaviour
 {
     [Header("Setup Options")]
     public bool autoSetupOnStart = true;
-    public bool showDebugLogs = true;
+    public bool showDebugLogs = false;
 
     [Header("UI Assets")]
     [SerializeField] private VisualTreeAsset teamOverviewUXML;

+ 7 - 4
Assets/Scripts/UI/TravelUI.cs

@@ -15,6 +15,9 @@ public class TravelUI : MonoBehaviour, IClickBlocker
     public VisualTreeAsset travelUIAsset;
     public StyleSheet travelUIStyleSheet;
 
+    [Header("Debug")]
+    public bool debugMode = false;
+
     // UI Elements
     private VisualElement travelContainer;
     private VisualElement travelPanel;
@@ -167,7 +170,7 @@ public class TravelUI : MonoBehaviour, IClickBlocker
         }
         else
         {
-            Debug.Log("RouteList found");
+            if (debugMode) Debug.Log("RouteList found");
         }
 
         // Setup dragging functionality
@@ -210,7 +213,7 @@ public class TravelUI : MonoBehaviour, IClickBlocker
         // Hide UI initially
         HideTravelPanel();
 
-        Debug.Log("TravelUI initialized successfully");
+        if (debugMode) Debug.Log("TravelUI initialized successfully");
     }
 
     /// <summary>
@@ -361,8 +364,8 @@ public class TravelUI : MonoBehaviour, IClickBlocker
             }
         }
 
-        Debug.Log("👻 TravelUI: Panel hidden");
-        Debug.Log($"🔓 TravelUI: Map clicks now enabled outside panel - isUIVisible: {isUIVisible}");
+        if (debugMode) Debug.Log("👻 TravelUI: Panel hidden");
+        if (debugMode) Debug.Log($"🔓 TravelUI: Map clicks now enabled outside panel - isUIVisible: {isUIVisible}");
     }
 
     /// <summary>

+ 1 - 1
Assets/Scripts/Utilities/CombatIntegrationSetup.cs

@@ -12,7 +12,7 @@ public class CombatIntegrationSetup : MonoBehaviour
     public string battleSceneName = "BattleScene";
 
     [Tooltip("Enable debug logging for all components")]
-    public bool enableDebugLogs = true;
+    public bool enableDebugLogs = false;
 
     [Header("Setup Actions")]
     [Tooltip("Set up the map scene with CombatSceneManager")]

+ 0 - 3
Assets/Scripts/Utilities/CombatIntegrationTest.cs

@@ -53,9 +53,6 @@ public class CombatIntegrationTest : MonoBehaviour
         // Initialize combat session
         CombatDataTransfer.InitializeCombatSession(testBattleData, testContext, testTeam);
 
-        // Debug the session
-        CombatDataTransfer.DebugLogSession();
-
         // Test the CombatSceneManager
         TestCombatSceneManager();
 

+ 0 - 6
Assets/Scripts/Utilities/SampleItemCreator.cs

@@ -71,8 +71,6 @@ public class SampleItemCreator : MonoBehaviour
         compositeBow.rarity = ItemRarity.Uncommon;
         compositeBow.goldCost = 35;
         compositeBow.searchTags = new string[] { "bow", "ranged", "arrow", "composite" };
-
-        Debug.Log("Sample weapons created (in memory only - save as assets to persist)");
     }
 
     [ContextMenu("Create Sample Armor")]
@@ -110,8 +108,6 @@ public class SampleItemCreator : MonoBehaviour
         ironChainmail.rarity = ItemRarity.Uncommon;
         ironChainmail.goldCost = 30;
         ironChainmail.searchTags = new string[] { "chainmail", "chest", "iron", "medium", "mail" };
-
-        Debug.Log("Sample armor created (in memory only - save as assets to persist)");
     }
 
     [ContextMenu("Create Sample Misc Items")]
@@ -139,7 +135,5 @@ public class SampleItemCreator : MonoBehaviour
         rope.maxStackSize = 5;
         rope.silverCost = 8;
         rope.searchTags = new string[] { "rope", "hemp", "utility", "tool" };
-
-        Debug.Log("Sample miscellaneous items created (in memory only - save as assets to persist)");
     }
 }

+ 0 - 10
Assets/Scripts/Weapons/GenericWeapon.cs

@@ -35,8 +35,6 @@ public class GenericWeapon : Weapon
 
         // Initialize based on behavior
         InitializeBehavior(item);
-
-        Debug.Log($"GenericWeapon initialized as {behaviorType} for {item.itemName}");
     }
 
     private void DetermineBehaviorType(WeaponItem item)
@@ -103,7 +101,6 @@ public class GenericWeapon : Weapon
     private void InitializeMeleeWeapon(WeaponItem item)
     {
         // Standard melee weapon setup
-        Debug.Log($"Initialized melee weapon: {item.itemName}");
     }
 
     private void InitializeRangedWeapon(WeaponItem item)
@@ -113,19 +110,16 @@ public class GenericWeapon : Weapon
         {
             arrowPrefab = item.arrowPrefab;
         }
-        Debug.Log($"Initialized ranged weapon: {item.itemName} with arrows: {arrowPrefab != null}");
     }
 
     private void InitializeFastMeleeWeapon(WeaponItem item)
     {
         // Fast attack weapon setup (daggers, etc.)
-        Debug.Log($"Initialized fast melee weapon: {item.itemName}");
     }
 
     private void InitializeMagicWeapon(WeaponItem item)
     {
         // Magic weapon setup (staffs, etc.)
-        Debug.Log($"Initialized magic weapon: {item.itemName}");
     }
 
     // Override attack method to add behavior-specific logic
@@ -139,19 +133,15 @@ public class GenericWeapon : Weapon
         {
             case WeaponBehaviorType.Ranged:
                 // Could add special ranged effects here
-                Debug.Log($"{weaponData.itemName} fires with ranged behavior!");
                 break;
             case WeaponBehaviorType.FastMelee:
                 // Could add fast attack effects here
-                Debug.Log($"{weaponData.itemName} strikes with fast melee behavior!");
                 break;
             case WeaponBehaviorType.Magic:
                 // Could add magic effects here
-                Debug.Log($"{weaponData.itemName} attacks with magical energy!");
                 break;
             default:
                 // Standard melee behavior
-                Debug.Log($"{weaponData.itemName} performs melee attack!");
                 break;
         }
     }

+ 45 - 0
Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset

@@ -297,6 +297,51 @@ MonoBehaviour:
           m_XAdvance: 0
           m_YAdvance: 0
       m_FeatureLookupFlags: 0
+    - m_FirstAdjustmentRecord:
+        m_GlyphIndex: 85
+        m_GlyphValueRecord:
+          m_XPlacement: 0
+          m_YPlacement: 0
+          m_XAdvance: -4.745117
+          m_YAdvance: 0
+      m_SecondAdjustmentRecord:
+        m_GlyphIndex: 15
+        m_GlyphValueRecord:
+          m_XPlacement: 0
+          m_YPlacement: 0
+          m_XAdvance: 0
+          m_YAdvance: 0
+      m_FeatureLookupFlags: 0
+    - m_FirstAdjustmentRecord:
+        m_GlyphIndex: 85
+        m_GlyphValueRecord:
+          m_XPlacement: 0
+          m_YPlacement: 0
+          m_XAdvance: -4.745117
+          m_YAdvance: 0
+      m_SecondAdjustmentRecord:
+        m_GlyphIndex: 17
+        m_GlyphValueRecord:
+          m_XPlacement: 0
+          m_YPlacement: 0
+          m_XAdvance: 0
+          m_YAdvance: 0
+      m_FeatureLookupFlags: 0
+    - m_FirstAdjustmentRecord:
+        m_GlyphIndex: 85
+        m_GlyphValueRecord:
+          m_XPlacement: 0
+          m_YPlacement: 0
+          m_XAdvance: 3.1914062
+          m_YAdvance: 0
+      m_SecondAdjustmentRecord:
+        m_GlyphIndex: 2020
+        m_GlyphValueRecord:
+          m_XPlacement: 0
+          m_YPlacement: 0
+          m_XAdvance: 0
+          m_YAdvance: 0
+      m_FeatureLookupFlags: 0
     m_MarkToBaseAdjustmentRecords: []
     m_MarkToMarkAdjustmentRecords: []
   m_ShouldReimportFontFeatures: 0

+ 7 - 11
Assets/UI/TownShopUI.uss

@@ -1,14 +1,13 @@
 /* Shop Item Styles */
 .shop-item {
-    flex-direction: row;
-    align-items: center;
-    justify-content: space-between;
+    flex-direction: column;
     padding: 10px;
     margin-bottom: 5px;
     background-color: rgb(250, 250, 250);
     border-width: 1px;
     border-color: rgb(200, 200, 200);
     border-radius: 5px;
+    min-height: 80px;
 }
 
 .shop-item:hover {
@@ -35,25 +34,21 @@
     font-size: 16px;
     color: rgb(50, 50, 50);
     font-weight: bold;
-    flex-shrink: 0;
-    width: 200px;
+    margin-bottom: 5px;
 }
 
 .item-description {
     font-size: 12px;
     color: rgb(100, 100, 100);
-    flex-grow: 1;
-    margin-left: 10px;
-    margin-right: 10px;
+    margin-bottom: 10px;
+    white-space: normal;
 }
 
 .item-price {
     font-size: 14px;
     color: rgb(0, 120, 0);
     font-weight: bold;
-    flex-shrink: 0;
-    width: 100px;
-    text-align: center;
+    margin-right: 10px;
 }
 
 .buy-button {
@@ -63,6 +58,7 @@
     border-radius: 3px;
     padding: 5px 15px;
     font-weight: bold;
+    min-width: 60px;
 }
 
 .buy-button:hover {

+ 5 - 5
Assets/UI/TownShopUI.uxml

@@ -13,8 +13,8 @@
 
             <!-- Customer Panel -->
             <ui:VisualElement name="customer-panel" style="flex-direction: row; justify-content: space-between; align-items: center; margin-bottom: 15px; background-color: rgb(220, 200, 160); padding-left: 10px; padding-right: 10px; padding-top: 10px; padding-bottom: 10px; border-top-left-radius: 5px; border-bottom-left-radius: 5px; border-top-right-radius: 5px; border-bottom-right-radius: 5px;">
-                <ui:DropdownField name="customer-dropdown" label="Customer:" style="width: 200px;" />
-                <ui:Label name="money-label" text="Money: 100g 50s 25c" style="color: rgb(0, 120, 0); -unity-font-style: bold;" />
+                <ui:DropdownField name="customer-dropdown" label="Customer:" style="flex-grow: 1; min-width: 200px; max-width: 400px;" />
+                <ui:Label name="money-label" text="Money: 100g 50s 25c" style="color: rgb(0, 120, 0); -unity-font-style: bold; white-space: nowrap;" />
             </ui:VisualElement>
 
             <!-- Tab Container -->
@@ -24,9 +24,9 @@
             </ui:VisualElement>
 
             <!-- Filters -->
-            <ui:VisualElement name="filters" style="flex-direction: row; margin-bottom: 15px; align-items: center;">
-                <ui:TextField name="search-field" label="Search:" placeholder-text="Enter item name..." style="flex-grow: 1; margin-right: 10px;" />
-                <ui:DropdownField name="category-filter" label="Category:" style="width: 150px;" />
+            <ui:VisualElement name="filters" style="flex-direction: row; margin-bottom: 15px; align-items: center; min-height: 40px;">
+                <ui:TextField name="search-field" label="Search:" placeholder-text="Enter item name..." style="flex-grow: 1; margin-right: 10px; min-width: 200px;" />
+                <ui:DropdownField name="category-filter" label="Category:" style="min-width: 150px; max-width: 200px;" />
             </ui:VisualElement>
 
             <!-- Item List -->

+ 5 - 5
UserSettings/EditorUserSettings.asset

@@ -15,19 +15,19 @@ EditorUserSettings:
       value: 5655020755505a0d5e0a5577457b0a44154f1a7f2a7e70697e284b30e4b2623b
       flags: 0
     RecentlyUsedSceneGuid-2:
-      value: 51020c5550545a0354575e7b47270744174e4b787e2b77687b7e1b37e7e4366d
+      value: 510500025d560a0c095d092111730d44464f4b78757b72357a701c31b7b16368
       flags: 0
     RecentlyUsedSceneGuid-3:
-      value: 510500025d560a0c095d092111730d44464f4b78757b72357a701c31b7b16368
+      value: 5309060006570d5f0c580e2715270c44144e1c722a7d20612c2d4b37b1b4643a
       flags: 0
     RecentlyUsedSceneGuid-4:
-      value: 5309060006570d5f0c580e2715270c44144e1c722a7d20612c2d4b37b1b4643a
+      value: 5a08575f5207595a0f5d59741173094444164f7d7d2a23317c7a4465bbe1646d
       flags: 0
     RecentlyUsedSceneGuid-5:
-      value: 5a08575f5207595a0f5d59741173094444164f7d7d2a23317c7a4465bbe1646d
+      value: 54030700010708095d0d5b7643260c44464f1e29797022342c2a1b67b1b03760
       flags: 0
     RecentlyUsedSceneGuid-6:
-      value: 54030700010708095d0d5b7643260c44464f1e29797022342c2a1b67b1b03760
+      value: 51020c5550545a0354575e7b47270744174e4b787e2b77687b7e1b37e7e4366d
       flags: 0
     RecentlyUsedSceneGuid-7:
       value: 5a090503000558580f0d557342700844144f4d7c7b7d74692c281e63b0e2623c

+ 22 - 22
UserSettings/Layouts/default-6000.dwlt

@@ -19,7 +19,7 @@ MonoBehaviour:
     width: 3440
     height: 1349
   m_ShowMode: 4
-  m_Title: Inspector
+  m_Title: Game
   m_RootView: {fileID: 5}
   m_MinSize: {x: 875, y: 332}
   m_MaxSize: {x: 10000, y: 10000}
@@ -74,7 +74,7 @@ MonoBehaviour:
   m_MinSize: {x: 200, y: 50}
   m_MaxSize: {x: 16192, y: 8096}
   vertical: 0
-  controlID: 124
+  controlID: 125
   draggingID: 0
 --- !u!114 &4
 MonoBehaviour:
@@ -198,7 +198,7 @@ MonoBehaviour:
   m_MinSize: {x: 400, y: 100}
   m_MaxSize: {x: 32384, y: 16192}
   vertical: 0
-  controlID: 160
+  controlID: 161
   draggingID: 0
 --- !u!114 &9
 MonoBehaviour:
@@ -224,7 +224,7 @@ MonoBehaviour:
   m_MinSize: {x: 300, y: 100}
   m_MaxSize: {x: 24288, y: 16192}
   vertical: 1
-  controlID: 40
+  controlID: 49
   draggingID: 0
 --- !u!114 &10
 MonoBehaviour:
@@ -251,7 +251,7 @@ MonoBehaviour:
   m_MinSize: {x: 300, y: 50}
   m_MaxSize: {x: 24288, y: 8096}
   vertical: 0
-  controlID: 41
+  controlID: 50
   draggingID: 0
 --- !u!114 &11
 MonoBehaviour:
@@ -380,9 +380,9 @@ MonoBehaviour:
     m_TextWithWhitespace: "UI Builder\u200B"
   m_Pos:
     serializedVersion: 2
-    x: 1218
+    x: 1180
     y: 79
-    width: 1524
+    width: 1562
     height: 828
   m_SerializedDataModeController:
     m_DataMode: 0
@@ -534,7 +534,7 @@ MonoBehaviour:
     m_OverlaysVisible: 1
   m_LockTracker:
     m_IsLocked: 0
-  m_LastSelectedObjectID: 45874
+  m_LastSelectedObjectID: -3299786
 --- !u!114 &18
 MonoBehaviour:
   m_ObjectHideFlags: 52
@@ -576,7 +576,7 @@ MonoBehaviour:
       scrollPos: {x: 0, y: 0}
       m_SelectedIDs: 
       m_LastClickedID: 0
-      m_ExpandedIDs: 5200d6ff6464deff58d7e6ff4238efff2a98f7ffdeedffff1afbfffffcb20000
+      m_ExpandedIDs: c4199bff36e5abff6ce8abff64e9abff3cb7bcff6ec6bcff16cbbcffb4cfbcffaad2bcff4e3ac5ffd2a6cdff86fcd5ffb407d6ffba6edeff7cd1e6ff0c42efff1e42efffd844efff2ea0f7ff1afbfffffcb20000c2bf000094cb0000
       m_RenameOverlay:
         m_UserAcceptedRename: 0
         m_Name: 
@@ -1208,9 +1208,9 @@ MonoBehaviour:
   m_AudioPlay: 0
   m_DebugDrawModesUseInteractiveLightBakingData: 0
   m_Position:
-    m_Target: {x: 203.98952, y: 205.00319, z: 73.98748}
+    m_Target: {x: 219, y: 0.5, z: 156}
     speed: 2
-    m_Value: {x: 203.98952, y: 205.00319, z: 73.98748}
+    m_Value: {x: 219, y: 0.5, z: 156}
   m_RenderMode: 0
   m_CameraMode:
     drawMode: 0
@@ -1256,13 +1256,13 @@ MonoBehaviour:
     m_GridAxis: 1
     m_gridOpacity: 0.5
   m_Rotation:
-    m_Target: {x: 0.39528129, y: -0.35928923, z: 0.17156628, w: 0.82778484}
+    m_Target: {x: 0.42351332, y: -0.24596, z: 0.12063726, w: 0.86347324}
     speed: 2
-    m_Value: {x: -0.39528129, y: 0.35928923, z: -0.17156628, w: -0.8277849}
+    m_Value: {x: -0.42351332, y: 0.24595998, z: -0.12063725, w: -0.86347324}
   m_Size:
-    m_Target: 0.78354865
+    m_Target: 24.426579
     speed: 2
-    m_Value: 0.78354865
+    m_Value: 24.426579
   m_Ortho:
     m_Target: 0
     speed: 2
@@ -1412,7 +1412,7 @@ MonoBehaviour:
     m_SkipHidden: 0
     m_SearchArea: 1
     m_Folders:
-    - Assets/TextMesh Pro/Resources/Fonts & Materials
+    - Assets/Scripts/MapMaker2/Features
     m_Globs: []
     m_ProductIds: 
     m_AnyWithAssetOrigin: 0
@@ -1422,16 +1422,16 @@ MonoBehaviour:
   m_ViewMode: 1
   m_StartGridSize: 67
   m_LastFolders:
-  - Assets/TextMesh Pro/Resources/Fonts & Materials
+  - Assets/Scripts/MapMaker2/Features
   m_LastFoldersGridSize: 67
   m_LastProjectPath: C:\Users\Axel-PC\RPG-RougeLiteBatteler
   m_LockTracker:
     m_IsLocked: 0
   m_FolderTreeState:
-    scrollPos: {x: 0, y: 503}
-    m_SelectedIDs: bcb80000
-    m_LastClickedID: 47292
-    m_ExpandedIDs: 000000007eb5000080b5000082b5000084b5000086b5000088b500008ab500008cb500008eb5000090b5000092b50000
+    scrollPos: {x: 0, y: 327}
+    m_SelectedIDs: 0cd20000
+    m_LastClickedID: 53772
+    m_ExpandedIDs: 000000009ab400009cb400009eb40000a0b40000a2b40000a4b40000a6b40000a8b40000aab40000acb40000aeb40000
     m_RenameOverlay:
       m_UserAcceptedRename: 0
       m_Name: 
@@ -1460,7 +1460,7 @@ MonoBehaviour:
     scrollPos: {x: 0, y: 0}
     m_SelectedIDs: 
     m_LastClickedID: 0
-    m_ExpandedIDs: 000000007eb5000080b5000082b5000084b5000086b5000088b500008ab500008cb500008eb5000090b5000092b50000
+    m_ExpandedIDs: 000000009ab400009cb400009eb40000a0b40000a2b40000a4b40000a6b40000a8b40000aab40000acb40000aeb40000
     m_RenameOverlay:
       m_UserAcceptedRename: 0
       m_Name: