// Assets/_Project/Scripts/Dev/DevWaveControls.cs using Unity.Netcode; using UnityEngine; using UnityEngine.InputSystem; using TD.Gameplay; namespace TD.Dev { /// /// Editor / testing convenience: shows an OnGUI button in the top-left /// corner that force-advances the wave on the server. Add this component /// to any GameObject in the scene (e.g. a "DevTools" empty) during testing, /// disable or remove for shipping builds. /// /// /// The button calls , which /// despawns active enemies, stops the current wave's coroutine, and starts /// the next wave with no prep delay. /// /// Server-side only — the OnGUI button is gated to NetworkManager.IsServer /// so clients connected to a remote host don't see it. The hotkey path is /// also server-gated to avoid surprising results when pressed on a client. /// public class DevWaveControls : MonoBehaviour { [Tooltip("Keyboard shortcut to force-advance to the next wave. " + "Uses the new Input System (UnityEngine.InputSystem.Key). " + "Set to Key.None to use the OnGUI button only.")] [SerializeField] private Key hotkey = Key.F9; [Tooltip("Keyboard shortcut to grant the local player the next catalog tower not " + "yet in their deck. Stand-in for the draft system so deck growth can be " + "verified now. Set to Key.None to use the OnGUI button only.")] [SerializeField] private Key grantTowerHotkey = Key.F8; private void Update() { var kb = Keyboard.current; if (kb == null) return; // no keyboard connected (e.g. headless server) if (hotkey != Key.None && kb[hotkey].wasPressedThisFrame) TryForceNextWave(); if (grantTowerHotkey != Key.None && kb[grantTowerHotkey].wasPressedThisFrame) TryGrantNextTower(); } private void OnGUI() { // Only show the button on the server (host or dedicated). Clients // calling this from afar would no-op anyway. if (NetworkManager.Singleton == null || !NetworkManager.Singleton.IsServer) return; // Anchored below the top HUD bar so it doesn't overlap gold/wave/lives. const float topOffset = 90f; GUI.Box(new Rect(10, topOffset, 180, 95), "Dev: Wave Controls"); if (GUI.Button(new Rect(20, topOffset + 25, 160, 28), "Force Next Wave")) TryForceNextWave(); if (GUI.Button(new Rect(20, topOffset + 58, 160, 28), "Grant Next Tower")) TryGrantNextTower(); } // Dev stand-in for the draft system: grants the local player the first catalog // tower they haven't unlocked yet, so deck growth + the HUD's live rebuild can be // verified before the real draft exists. Server-only (host); ServerGrantTower // no-ops elsewhere. private void TryGrantNextTower() { if (NetworkManager.Singleton == null || !NetworkManager.Singleton.IsServer) { Debug.LogWarning("[DevWaveControls] Grant-tower requested off the server. Ignored."); return; } var placement = TowerPlacementManager.Instance; var deck = PlayerTowerDeck.Local; if (placement == null || deck == null) { Debug.LogWarning("[DevWaveControls] Cannot grant tower — TowerPlacementManager " + "or local PlayerTowerDeck is not ready."); return; } foreach (var (def, typeId) in placement.GetAvailableDefinitions()) { if (deck.Contains(typeId)) continue; if (deck.ServerGrantTower(typeId)) Debug.Log($"[DevWaveControls] Granted '{def.DisplayName}' (typeId {typeId}) " + $"to the local deck."); return; } Debug.Log("[DevWaveControls] Local deck already contains every catalog tower."); } private void TryForceNextWave() { if (NetworkManager.Singleton == null || !NetworkManager.Singleton.IsServer) { Debug.LogWarning("[DevWaveControls] Force-advance requested off the server. Ignored."); return; } var wm = WaveManager.Instance; if (wm == null) { Debug.LogWarning("[DevWaveControls] WaveManager.Instance is null. " + "Is the scene running with a WaveManager network-spawned?"); return; } Debug.Log("[DevWaveControls] Forcing next wave."); wm.ForceAdvanceToNextWave(); } } }