diff --git a/Assets/_Project/Prefabs/Player/Player.prefab b/Assets/_Project/Prefabs/Player/Player.prefab
index 08614f3..6e06dfd 100644
--- a/Assets/_Project/Prefabs/Player/Player.prefab
+++ b/Assets/_Project/Prefabs/Player/Player.prefab
@@ -18,6 +18,7 @@ GameObject:
- component: {fileID: 2806524246861401801}
- component: {fileID: 5683786710272852339}
- component: {fileID: 6856236869205671849}
+ - component: {fileID: -4438158474568445526}
m_Layer: 0
m_Name: Player
m_TagString: Untagged
@@ -173,3 +174,16 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.PlayerSpellLoadout
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
diff --git a/Assets/_Project/Scenes/Levels/9Player.unity b/Assets/_Project/Scenes/Levels/9Player.unity
index 0fcac59..8c21309 100644
--- a/Assets/_Project/Scenes/Levels/9Player.unity
+++ b/Assets/_Project/Scenes/Levels/9Player.unity
@@ -13757,6 +13757,75 @@ Mesh:
- serializedVersion: 1
m_IndexStart: 0
m_IndexCount: 0
+--- !u!1 &954434158
+GameObject:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ serializedVersion: 6
+ m_Component:
+ - component: {fileID: 954434161}
+ - component: {fileID: 954434160}
+ - component: {fileID: 954434159}
+ m_Layer: 0
+ m_Name: DebugConsole
+ m_TagString: Untagged
+ m_Icon: {fileID: 0}
+ m_NavMeshLayer: 0
+ m_StaticEditorFlags: 0
+ m_IsActive: 1
+--- !u!114 &954434159
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 954434158}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 7c6a808e8291552d0b64e36a210879c4, type: 3}
+ m_Name:
+ m_EditorClassIdentifier: Assembly-CSharp::TD.Dev.DebugConsole
+ toggleKey: 4
+--- !u!114 &954434160
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 954434158}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 19102, guid: 0000000000000000e000000000000000, type: 0}
+ m_Name:
+ m_EditorClassIdentifier: UnityEngine.dll::UnityEngine.UIElements.UIDocument
+ m_PanelSettings: {fileID: 11400000, guid: 6aa0af71585acea4db4995c3931dc946, type: 2}
+ m_ParentUI: {fileID: 0}
+ sourceAsset: {fileID: 0}
+ m_SortingOrder: 1
+ m_Position: 0
+ m_WorldSpaceSizeMode: 1
+ m_WorldSpaceWidth: 1920
+ m_WorldSpaceHeight: 1080
+ m_PivotReferenceSize: 0
+ m_Pivot: 0
+ m_WorldSpaceCollider: {fileID: 0}
+--- !u!4 &954434161
+Transform:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 954434158}
+ serializedVersion: 2
+ m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
+ m_LocalPosition: {x: -52.51635, y: 0, z: -27.6311}
+ m_LocalScale: {x: 1, y: 1, z: 1}
+ m_ConstrainProportionsScale: 0
+ m_Children: []
+ m_Father: {fileID: 0}
+ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &955672358
GameObject:
m_ObjectHideFlags: 0
@@ -29118,3 +29187,4 @@ SceneRoots:
- {fileID: 914832726}
- {fileID: 993870445}
- {fileID: 759470735}
+ - {fileID: 954434161}
diff --git a/Assets/_Project/Scripts/Dev/DebugCommandRelay.cs b/Assets/_Project/Scripts/Dev/DebugCommandRelay.cs
new file mode 100644
index 0000000..3af3076
--- /dev/null
+++ b/Assets/_Project/Scripts/Dev/DebugCommandRelay.cs
@@ -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
+{
+ ///
+ /// Debug-only network relay: exposes one RPC that force-applies a
+ /// by its index, bypassing PlayerDraft's "must currently be
+ /// offered" check.
+ ///
+ ///
+ /// 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.
+ ///
+ public class DebugCommandRelay : NetworkBehaviour
+ {
+ private static readonly Dictionary s_byClientId
+ = new Dictionary();
+
+ 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);
+ }
+
+ ///
+ /// Owning client: force-apply the DraftOption at (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.
+ ///
+ [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}.");
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Dev/DebugCommandRelay.cs.meta b/Assets/_Project/Scripts/Dev/DebugCommandRelay.cs.meta
new file mode 100644
index 0000000..d7a2598
--- /dev/null
+++ b/Assets/_Project/Scripts/Dev/DebugCommandRelay.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 65825b3189ae873948659b37b219f5e6
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Dev/DebugConsole.cs b/Assets/_Project/Scripts/Dev/DebugConsole.cs
new file mode 100644
index 0000000..869be74
--- /dev/null
+++ b/Assets/_Project/Scripts/Dev/DebugConsole.cs
@@ -0,0 +1,305 @@
+// Assets/_Project/Scripts/Dev/DebugConsole.cs
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Text;
+using UnityEngine;
+using UnityEngine.InputSystem;
+using UnityEngine.UIElements;
+using TD.UI;
+using TD.Gameplay.Draft;
+
+namespace TD.Dev
+{
+ ///
+ /// Standalone debug console overlay: press the toggle key to open a text
+ /// input, type a command, Enter to submit, Escape to cancel.
+ ///
+ ///
+ /// Deliberately decoupled from — own
+ /// GameObject, own UIDocument/PanelSettings — so it can be dropped out of
+ /// a build entirely by not including that GameObject, the same way
+ /// is kept separate from shipping systems.
+ ///
+ /// Supports one command so far: "get <type> <name>" grants a
+ /// to the local player via
+ /// .
+ ///
+ [RequireComponent(typeof(UIDocument))]
+ public class DebugConsole : MonoBehaviour
+ {
+ public static DebugConsole Instance { get; private set; }
+
+ [Tooltip("Keyboard shortcut that opens and closes the console. Uses the new Input " +
+ "System (UnityEngine.InputSystem.Key). Backquote is the physical ` / ~ key.")]
+ [SerializeField] private Key toggleKey = Key.Backquote;
+
+ private VisualElement consoleContainer;
+ private TextField commandInput;
+ private bool consoleOpen;
+
+ // Frame on which the console was opened or closed. The toggle key and Enter
+ // are ignored on that frame and the next so the keypress that opened/closed
+ // the console doesn't also get typed into the field or immediately submit it.
+ // Mirrors HUDController's chatToggleSuppressFrame.
+ private int toggleSuppressFrame = -1;
+
+ private void Awake()
+ {
+ if (Instance != null && Instance != this)
+ {
+ Debug.LogError("[DebugConsole] Duplicate instance detected. Destroying the new one.");
+ Destroy(gameObject);
+ return;
+ }
+ Instance = this;
+ }
+
+ private void Start()
+ {
+ var doc = GetComponent();
+ if (doc == null)
+ {
+ Debug.LogError("[DebugConsole] No UIDocument component found.");
+ return;
+ }
+
+ var root = doc.rootVisualElement;
+ if (root == null)
+ {
+ Debug.LogError("[DebugConsole] rootVisualElement is null. " +
+ "Check that Panel Settings is assigned.");
+ return;
+ }
+
+ BuildConsoleUi(root);
+ }
+
+ private void BuildConsoleUi(VisualElement uiRoot)
+ {
+ // Top-anchored bar, closed by default. Distinct position from the HUD's
+ // bottom-left chat panel so the two never overlap.
+ consoleContainer = new VisualElement();
+ consoleContainer.pickingMode = PickingMode.Ignore;
+ consoleContainer.style.position = Position.Absolute;
+ consoleContainer.style.left = 0;
+ consoleContainer.style.right = 0;
+ consoleContainer.style.top = 0;
+ consoleContainer.style.paddingTop = 8;
+ consoleContainer.style.paddingBottom = 8;
+ consoleContainer.style.paddingLeft = 12;
+ consoleContainer.style.paddingRight = 12;
+ consoleContainer.style.backgroundColor = new Color(0f, 0f, 0f, 0.75f);
+ consoleContainer.style.display = DisplayStyle.None;
+
+ commandInput = new TextField();
+ commandInput.style.minHeight = 28;
+ commandInput.style.width = Length.Percent(100);
+ commandInput.maxLength = 200;
+ commandInput.isDelayed = false;
+ StyleConsoleInput(commandInput);
+
+ // Focus tracking — contributes to the same flag HUDController's chat
+ // input sets, so camera/builder/spell input all stay gated correctly
+ // regardless of which text field currently has focus.
+ commandInput.RegisterCallback(_ => HUDController.IsTextInputActive = true);
+ commandInput.RegisterCallback(_ => HUDController.IsTextInputActive = false);
+
+ consoleContainer.Add(commandInput);
+ uiRoot.Add(consoleContainer);
+ }
+
+ // Mirrors HUDController.StyleChatInputDark — dark background, white text,
+ // a thin border, and inner padding so ascenders/descenders don't clip.
+ // Green border (vs. chat's neutral gray) as a quick visual "this is the
+ // debug console, not chat" cue.
+ private static void StyleConsoleInput(TextField field)
+ {
+ var darkBg = new Color(0.05f, 0.05f, 0.05f, 0.95f);
+ var borderClr = new Color(0.35f, 0.75f, 0.35f);
+
+ field.style.backgroundColor = darkBg;
+ field.style.color = Color.white;
+ field.style.borderTopWidth = field.style.borderBottomWidth =
+ field.style.borderLeftWidth = field.style.borderRightWidth = 1;
+ field.style.borderTopColor = field.style.borderBottomColor =
+ field.style.borderLeftColor = field.style.borderRightColor = borderClr;
+
+ var inner = field.Q("unity-text-input");
+ if (inner != null)
+ {
+ inner.style.backgroundColor = darkBg;
+ inner.style.color = Color.white;
+ inner.style.paddingTop = 4;
+ inner.style.paddingBottom = 4;
+ inner.style.paddingLeft = 6;
+ inner.style.paddingRight = 6;
+ }
+ }
+
+ private void Update()
+ {
+ var kb = Keyboard.current;
+ if (kb == null) return; // no keyboard connected (e.g. headless server)
+
+ if (Time.frameCount <= toggleSuppressFrame) return;
+
+ if (toggleKey != Key.None && kb[toggleKey].wasPressedThisFrame)
+ {
+ if (consoleOpen) CloseConsole();
+ else OpenConsole();
+ return;
+ }
+
+ if (!consoleOpen) return;
+
+ bool enterDown = kb.enterKey.wasPressedThisFrame || kb.numpadEnterKey.wasPressedThisFrame;
+ bool escDown = kb.escapeKey.wasPressedThisFrame;
+
+ if (enterDown) SubmitCommand();
+ else if (escDown) CloseConsole();
+ }
+
+ private void OpenConsole()
+ {
+ if (commandInput == null) return;
+ consoleContainer.style.display = DisplayStyle.Flex;
+ consoleContainer.pickingMode = PickingMode.Position;
+ commandInput.SetValueWithoutNotify(string.Empty);
+
+ // Suppress the toggle key and Enter for this frame and the next so the
+ // keypress that opened the console doesn't also get typed into the field.
+ // Focus is deferred a frame for the same reason — UI Toolkit would
+ // otherwise route the open keypress to the freshly-focused TextField.
+ toggleSuppressFrame = Time.frameCount + 1;
+ consoleOpen = true;
+ StartCoroutine(FocusNextFrame());
+ }
+
+ private IEnumerator FocusNextFrame()
+ {
+ yield return null;
+ if (consoleOpen && commandInput != null)
+ {
+ commandInput.Focus();
+ commandInput.SelectAll();
+ }
+ }
+
+ private void CloseConsole()
+ {
+ if (commandInput != null)
+ {
+ commandInput.SetValueWithoutNotify(string.Empty);
+ commandInput.Blur();
+ }
+ if (consoleContainer != null)
+ {
+ consoleContainer.style.display = DisplayStyle.None;
+ consoleContainer.pickingMode = PickingMode.Ignore;
+ }
+
+ consoleOpen = false;
+ toggleSuppressFrame = Time.frameCount + 1;
+
+ // The Enter that submitted/cancelled this console also gets polled by
+ // HUDController's chat this same frame — suppress its "Enter opens chat"
+ // branch so closing the debug console doesn't pop chat open too.
+ HUDController.SuppressChatOpenUntilFrame = Time.frameCount + 1;
+ }
+
+ private void SubmitCommand()
+ {
+ string text = commandInput?.value ?? string.Empty;
+ CloseConsole();
+
+ if (string.IsNullOrWhiteSpace(text)) return;
+ ExecuteCommand(text.Trim());
+ }
+
+ // Maps the type token in "get " 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 DraftTypeAliases =
+ new Dictionary(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 ");
+ return;
+ }
+
+ string nameToken = string.Join(" ", tokens, 2, tokens.Length - 2);
+ ExecuteGet(tokens[1], nameToken);
+ }
+
+ // "get ": grants any DraftOption of the given type whose DisplayName
+ // matches , 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()
+ {
+ if (Instance == this) Instance = null;
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Dev/DebugConsole.cs.meta b/Assets/_Project/Scripts/Dev/DebugConsole.cs.meta
new file mode 100644
index 0000000..c9a3292
--- /dev/null
+++ b/Assets/_Project/Scripts/Dev/DebugConsole.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 7c6a808e8291552d0b64e36a210879c4
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/UI/HUDController.cs b/Assets/_Project/Scripts/UI/HUDController.cs
index 03cb3b0..badd2b8 100644
--- a/Assets/_Project/Scripts/UI/HUDController.cs
+++ b/Assets/_Project/Scripts/UI/HUDController.cs
@@ -157,8 +157,19 @@ namespace TD.UI
// Set true whenever the chat input or any other text field on the HUD has
// keyboard focus. Camera, builder input, and hotkey handlers all gate on
- // this to keep typing from driving gameplay.
- public static bool IsTextInputActive { get; private set; }
+ // this to keep typing from driving gameplay. Setter is internal (not
+ // private) so other standalone text-input surfaces — e.g. TD.Dev.DebugConsole,
+ // which is not part of HUDController — can contribute to the same flag
+ // instead of every gameplay script needing to know about every input widget.
+ public static bool IsTextInputActive { get; internal set; }
+
+ // Frame until which chat's "Enter opens chat" behavior is suppressed. Other
+ // standalone text-input surfaces (e.g. TD.Dev.DebugConsole) set this when their
+ // own Enter-driven submit/close already consumed the keypress, so the same
+ // Enter press doesn't also get interpreted as "open chat" this frame. Without
+ // this, submitting a debug console command with Enter would immediately pop
+ // chat open too, since both systems poll the raw key independently.
+ internal static int SuppressChatOpenUntilFrame = -1;
// ----- State ------------------------------------------------------
@@ -2017,7 +2028,7 @@ namespace TD.UI
if (!chatInputOpen)
{
- if (enterDown) OpenChatInput();
+ if (enterDown && Time.frameCount > SuppressChatOpenUntilFrame) OpenChatInput();
return;
}