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