basic developer console

This commit is contained in:
Ian Woods 2026-07-21 20:37:57 -07:00
parent 4375350901
commit 04d7b42e60
4 changed files with 184 additions and 8 deletions

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@ -18,6 +18,7 @@ GameObject:
- component: {fileID: 2806524246861401801} - component: {fileID: 2806524246861401801}
- component: {fileID: 5683786710272852339} - component: {fileID: 5683786710272852339}
- component: {fileID: 6856236869205671849} - component: {fileID: 6856236869205671849}
- component: {fileID: -4438158474568445526}
m_Layer: 0 m_Layer: 0
m_Name: Player m_Name: Player
m_TagString: Untagged m_TagString: Untagged
@ -173,3 +174,16 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.PlayerSpellLoadout m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.PlayerSpellLoadout
ShowTopMostFoldoutHeaderGroup: 1 ShowTopMostFoldoutHeaderGroup: 1
--- !u!114 &-4438158474568445526
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3493329038866903420}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 65825b3189ae873948659b37b219f5e6, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::TD.Dev.DebugCommandRelay
ShowTopMostFoldoutHeaderGroup: 1

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@ -0,0 +1,78 @@
// Assets/_Project/Scripts/Dev/DebugCommandRelay.cs
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using TD.Gameplay.Draft;
namespace TD.Dev
{
/// <summary>
/// Debug-only network relay: exposes one RPC that force-applies a <see cref="DraftOption"/>
/// by its <see cref="DraftPool"/> index, bypassing <c>PlayerDraft</c>'s "must currently be
/// offered" check.
/// </summary>
/// <remarks>
/// Lives entirely separate from PlayerDraft/DraftOption/DraftPool — none of those files
/// know this component exists. Removing this component (and TD.Dev.DebugConsole, which
/// calls it) leaves the shipping draft system completely untouched.
///
/// Added to the Player prefab alongside PlayerDraft/PlayerGoldManager/etc. so it spawns
/// with a per-player OwnerClientId. Static per-client registry mirrors PlayerDraft's
/// GetForClient/Local pattern.
/// </remarks>
public class DebugCommandRelay : NetworkBehaviour
{
private static readonly Dictionary<ulong, DebugCommandRelay> s_byClientId
= new Dictionary<ulong, DebugCommandRelay>();
public static DebugCommandRelay GetForClient(ulong clientId)
{
s_byClientId.TryGetValue(clientId, out var relay);
return relay;
}
public static DebugCommandRelay Local
{
get
{
var nm = NetworkManager.Singleton;
if (nm == null || !nm.IsClient) return null;
return GetForClient(nm.LocalClientId);
}
}
public override void OnNetworkSpawn()
{
s_byClientId[OwnerClientId] = this;
}
public override void OnNetworkDespawn()
{
if (s_byClientId.TryGetValue(OwnerClientId, out var registered) && registered == this)
s_byClientId.Remove(OwnerClientId);
}
/// <summary>
/// Owning client: force-apply the DraftOption at <paramref name="optionId"/> (its
/// DraftPool index) immediately, skipping the normal "must be currently offered" gate.
/// Debug/testing only — any connected client can grant themselves anything via this
/// RPC, same tradeoff DevWaveControls already accepts for its hotkeys.
/// </summary>
[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
public void DebugGrantDraftOptionRpc(int optionId)
{
var option = DraftPool.Instance != null ? DraftPool.Instance.Get(optionId) : null;
if (option == null)
{
Debug.LogWarning($"[DebugCommandRelay] Grant requested for unknown option id {optionId}.");
return;
}
if (option.ServerApply(OwnerClientId))
Debug.Log($"[DebugCommandRelay] Granted '{option.DisplayName}' to client {OwnerClientId}.");
else
Debug.LogWarning($"[DebugCommandRelay] '{option.DisplayName}' could not be applied " +
$"to client {OwnerClientId}.");
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 65825b3189ae873948659b37b219f5e6

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@ -1,9 +1,13 @@
// Assets/_Project/Scripts/Dev/DebugConsole.cs // Assets/_Project/Scripts/Dev/DebugConsole.cs
using System;
using System.Collections; using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine; using UnityEngine;
using UnityEngine.InputSystem; using UnityEngine.InputSystem;
using UnityEngine.UIElements; using UnityEngine.UIElements;
using TD.UI; using TD.UI;
using TD.Gameplay.Draft;
namespace TD.Dev namespace TD.Dev
{ {
@ -17,9 +21,9 @@ namespace TD.Dev
/// a build entirely by not including that GameObject, the same way /// a build entirely by not including that GameObject, the same way
/// <see cref="DevWaveControls"/> is kept separate from shipping systems. /// <see cref="DevWaveControls"/> is kept separate from shipping systems.
/// ///
/// This first pass only wires up open/close/focus/text-capture. Submit /// Supports one command so far: "get &lt;type&gt; &lt;name&gt;" grants a
/// currently just logs the typed text — command parsing/dispatch (e.g. /// <see cref="TD.Gameplay.Draft.DraftOption"/> to the local player via
/// unlocking spells) comes next. /// <see cref="DebugCommandRelay"/>.
/// </remarks> /// </remarks>
[RequireComponent(typeof(UIDocument))] [RequireComponent(typeof(UIDocument))]
public class DebugConsole : MonoBehaviour public class DebugConsole : MonoBehaviour
@ -204,15 +208,93 @@ namespace TD.Dev
HUDController.SuppressChatOpenUntilFrame = Time.frameCount + 1; HUDController.SuppressChatOpenUntilFrame = Time.frameCount + 1;
} }
// Placeholder — command parsing/dispatch (unlocking spells, granting gold,
// etc.) comes next. For now this just proves the text made it through.
private void SubmitCommand() private void SubmitCommand()
{ {
string text = commandInput?.value ?? string.Empty; string text = commandInput?.value ?? string.Empty;
if (!string.IsNullOrWhiteSpace(text))
Debug.Log($"[DebugConsole] Command entered: \"{text}\"");
CloseConsole(); CloseConsole();
if (string.IsNullOrWhiteSpace(text)) return;
ExecuteCommand(text.Trim());
}
// Maps the type token in "get <type> <name>" to the DraftOption subclass it
// should match against. Add an entry here whenever a new DraftOption subclass
// should be gettable from the console.
private static readonly Dictionary<string, Type> DraftTypeAliases =
new Dictionary<string, Type>(StringComparer.OrdinalIgnoreCase)
{
{ "spell", typeof(BuilderSpellDraftOption) },
{ "tower", typeof(NewTowerDraftOption) },
{ "buff", typeof(BuilderEffectDraftOption) },
{ "effect", typeof(BuilderEffectDraftOption) },
};
private void ExecuteCommand(string text)
{
string[] tokens = text.Split((char[])null, StringSplitOptions.RemoveEmptyEntries);
if (tokens.Length < 3 || !string.Equals(tokens[0], "get", StringComparison.OrdinalIgnoreCase))
{
Debug.Log($"[DebugConsole] Unrecognized command: \"{text}\". Try: get <type> <name>");
return;
}
string nameToken = string.Join(" ", tokens, 2, tokens.Length - 2);
ExecuteGet(tokens[1], nameToken);
}
// "get <type> <name>": grants any DraftOption of the given type whose DisplayName
// matches <name>, via the local player's DebugCommandRelay. Reuses DraftOption's
// existing type-agnostic ServerApply dispatch instead of hardcoding a grant path
// per option type.
private void ExecuteGet(string typeToken, string nameToken)
{
if (!DraftTypeAliases.TryGetValue(typeToken, out var optionType))
{
Debug.LogWarning($"[DebugConsole] Unknown draft option type \"{typeToken}\". " +
$"Valid types: {string.Join(", ", DraftTypeAliases.Keys)}");
return;
}
var pool = DraftPool.Instance;
if (pool == null)
{
Debug.LogWarning("[DebugConsole] No DraftPool in this scene.");
return;
}
string normalizedTarget = Normalize(nameToken);
for (int i = 0; i < pool.Count; i++)
{
var option = pool.Get(i);
if (option == null || !optionType.IsInstanceOfType(option)) continue;
if (Normalize(option.DisplayName) != normalizedTarget) continue;
var relay = DebugCommandRelay.Local;
if (relay == null)
{
Debug.LogWarning("[DebugConsole] No local DebugCommandRelay found — " +
"is it on the Player prefab?");
return;
}
relay.DebugGrantDraftOptionRpc(i);
return;
}
Debug.LogWarning($"[DebugConsole] No {typeToken} option named \"{nameToken}\" found.");
}
// DisplayName is player-facing draft card text (its spacing/casing is chosen for
// presentation, not for typing), so command matching strips everything but letters
// and digits before comparing — "Slow Area", "slow_area", and "SlowArea" all match
// the same option.
private static string Normalize(string s)
{
if (string.IsNullOrEmpty(s)) return string.Empty;
var sb = new StringBuilder(s.Length);
foreach (char c in s)
if (char.IsLetterOrDigit(c)) sb.Append(char.ToLowerInvariant(c));
return sb.ToString();
} }
private void OnDestroy() private void OnDestroy()