// 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;
// IMGUI draws after every runtime UI Toolkit panel, so this box would cover the
// debug console's autocomplete list no matter what sorting order the console's
// PanelSettings uses. Yield to the console while it's open.
if (DebugConsole.IsOpen) 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();
}
}
}