using UnityEngine;
using UnityEngine.SceneManagement;
///
/// Debug helper for testing battle scene transitions and victory scenarios
///
public class BattleSceneDebugHelper : MonoBehaviour
{
[Header("Debug Controls")]
[Tooltip("Enable debug mode to show additional logging and controls")]
public bool enableDebugMode = true;
[Header("Scene Testing")]
[Tooltip("Name of the map scene to return to")]
public string mapSceneName = "MapScene2";
private void Update()
{
if (!enableDebugMode) return;
// Debug hotkeys
if (Input.GetKeyDown(KeyCode.F1))
{
TestSceneTransition();
}
if (Input.GetKeyDown(KeyCode.F2))
{
ForcePlayerVictory();
}
if (Input.GetKeyDown(KeyCode.F3))
{
TestReturnToMap();
}
}
[ContextMenu("Test Scene Transition")]
public void TestSceneTransition()
{
Debug.Log("๐งช [DEBUG] Testing scene transition to " + mapSceneName);
try
{
SceneManager.LoadScene(mapSceneName);
Debug.Log("โ
Scene transition initiated successfully");
}
catch (System.Exception e)
{
Debug.LogError($"โ Scene transition failed: {e.Message}");
}
}
[ContextMenu("Force Player Victory")]
public void ForcePlayerVictory()
{
Debug.Log("๐งช [DEBUG] Forcing player victory...");
if (GameManager.Instance != null)
{
// Use the GameManager's test victory method if available
var method = typeof(GameManager).GetMethod("TestBattleVictory",
System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
if (method != null)
{
method.Invoke(GameManager.Instance, null);
Debug.Log("โ
Used GameManager.TestBattleVictory()");
}
else
{
Debug.LogWarning("โ ๏ธ GameManager.TestBattleVictory() method not found");
// Manually kill all enemies
ForceKillAllEnemies();
}
}
else
{
Debug.LogError("โ GameManager.Instance is null");
}
}
[ContextMenu("Test Return to Map")]
public void TestReturnToMap()
{
Debug.Log("๐งช [DEBUG] Testing return to map via OnLootingComplete...");
if (GameManager.Instance != null)
{
// Call the OnLootingComplete method directly
var method = typeof(GameManager).GetMethod("OnLootingComplete",
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
if (method != null)
{
method.Invoke(GameManager.Instance, null);
Debug.Log("โ
Called OnLootingComplete() via reflection");
}
else
{
Debug.LogError("โ OnLootingComplete method not found");
}
}
else
{
Debug.LogError("โ GameManager.Instance is null");
}
}
private void ForceKillAllEnemies()
{
Debug.Log("๐งช [DEBUG] Manually killing all enemies...");
if (GameManager.Instance != null && GameManager.Instance.enemyCharacters != null)
{
foreach (var enemy in GameManager.Instance.enemyCharacters)
{
if (enemy != null)
{
var character = enemy.GetComponent();
if (character != null && !character.IsDead)
{
character.TakeDamage(1000); // Force death
Debug.Log($"๐ช Killed enemy: {enemy.name}");
}
}
}
}
}
[ContextMenu("Debug Battle State")]
public void DebugBattleState()
{
Debug.Log("๐ [DEBUG] Current battle state:");
if (GameManager.Instance != null)
{
Debug.Log($" Players: {GameManager.Instance.playerCharacters?.Count ?? 0}");
Debug.Log($" Enemies: {GameManager.Instance.enemyCharacters?.Count ?? 0}");
var alivePlayers = GameManager.Instance.GetAlivePlayers();
var aliveEnemies = GameManager.Instance.enemyCharacters?.Where(e => e != null && !e.GetComponent()?.IsDead == true).Count() ?? 0;
Debug.Log($" Alive Players: {alivePlayers?.Count ?? 0}");
Debug.Log($" Alive Enemies: {aliveEnemies}");
bool battleShouldEnd = (alivePlayers?.Count ?? 0) == 0 || aliveEnemies == 0;
Debug.Log($" Battle should end: {battleShouldEnd}");
}
else
{
Debug.LogError(" GameManager.Instance is null!");
}
}
private void OnGUI()
{
if (!enableDebugMode) return;
// Simple debug GUI
GUILayout.BeginArea(new Rect(10, 10, 300, 200));
GUILayout.Label("Battle Debug Controls", GUI.skin.box);
if (GUILayout.Button("F1: Test Scene Transition"))
TestSceneTransition();
if (GUILayout.Button("F2: Force Player Victory"))
ForcePlayerVictory();
if (GUILayout.Button("F3: Test Return to Map"))
TestReturnToMap();
if (GUILayout.Button("Debug Battle State"))
DebugBattleState();
GUILayout.Label("Hotkeys: F1, F2, F3");
GUILayout.EndArea();
}
}