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- using System.Linq;
- using UnityEngine;
- using UnityEngine.SceneManagement;
- /// <summary>
- /// Debug helper for testing battle scene transitions and victory scenarios
- /// </summary>
- 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("🧪 [DEBUG] Testing scene transition to " + mapSceneName);
- try
- {
- SceneManager.LoadScene(mapSceneName);
- Debug.Log("✅ Scene transition initiated successfully");
- }
- catch (System.Exception e)
- {
- Debug.LogError($"❌ Scene transition failed: {e.Message}");
- }
- }
- [ContextMenu("Force Player Victory")]
- public void ForcePlayerVictory()
- {
- Debug.Log("🧪 [DEBUG] Forcing player victory...");
- if (GameManager.Instance != null)
- {
- // Use the GameManager's test victory method if available
- var method = typeof(GameManager).GetMethod("TestBattleVictory",
- System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
- if (method != null)
- {
- method.Invoke(GameManager.Instance, null);
- Debug.Log("✅ Used GameManager.TestBattleVictory()");
- }
- else
- {
- Debug.LogWarning("⚠️ GameManager.TestBattleVictory() method not found");
- // Manually kill all enemies
- ForceKillAllEnemies();
- }
- }
- else
- {
- Debug.LogError("❌ GameManager.Instance is null");
- }
- }
- [ContextMenu("Test Return to Map")]
- public void TestReturnToMap()
- {
- Debug.Log("🧪 [DEBUG] Testing return to map via OnLootingComplete...");
- if (GameManager.Instance != null)
- {
- // Call the OnLootingComplete method directly
- var method = typeof(GameManager).GetMethod("OnLootingComplete",
- System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
- if (method != null)
- {
- method.Invoke(GameManager.Instance, null);
- Debug.Log("✅ Called OnLootingComplete() via reflection");
- }
- else
- {
- Debug.LogError("❌ OnLootingComplete method not found");
- }
- }
- else
- {
- Debug.LogError("❌ GameManager.Instance is null");
- }
- }
- private void ForceKillAllEnemies()
- {
- Debug.Log("🧪 [DEBUG] Manually killing all enemies...");
- if (GameManager.Instance != null && GameManager.Instance.enemyCharacters != null)
- {
- foreach (var enemy in GameManager.Instance.enemyCharacters)
- {
- if (enemy != null)
- {
- var character = enemy.GetComponent<Character>();
- if (character != null && !character.IsDead)
- {
- character.TakeDamage(1000); // Force death
- Debug.Log($"🔪 Killed enemy: {enemy.name}");
- }
- }
- }
- }
- }
- [ContextMenu("Debug Battle State")]
- public void DebugBattleState()
- {
- Debug.Log("🔍 [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<Character>()?.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();
- }
- }
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