using System.Text; using Colosseum.Enemy; using Colosseum.Player; using Colosseum.Skills; using Colosseum.UI; using Colosseum.Abnormalities; using UnityEditor; using UnityEngine; namespace Colosseum.Editor { /// /// 플레이 모드에서 로컬 플레이어 스킬과 보스 위협 상태를 빠르게 검증하는 디버그 메뉴입니다. /// public static class PlayerSkillDebugMenu { private const int TemporaryDebugSlotIndex = 5; private const string HealSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_치유.asset"; private const string AreaHealSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_광역치유.asset"; private const string ShieldSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_보호막.asset"; private const string StunAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Stun.asset"; private const string SilenceAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_Silence.asset"; private const string MarkAbnormalityPath = "Assets/_Game/Data/Abnormalities/Data_Abnormality_Player_집행자의낙인.asset"; [MenuItem("Tools/Colosseum/Debug/Cast Local Skill 3")] private static void CastLocalSkill3() { CastLocalSkill(2); } [MenuItem("Tools/Colosseum/Debug/Cast Local Skill 4")] private static void CastLocalSkill4() { CastLocalSkill(3); } [MenuItem("Tools/Colosseum/Debug/Cast Local Skill 5")] private static void CastLocalSkill5() { CastLocalSkill(4); } [MenuItem("Tools/Colosseum/Debug/Cast Local Heal")] private static void CastLocalHeal() { CastLocalSkillAsset(HealSkillPath); } [MenuItem("Tools/Colosseum/Debug/Cast Local Area Heal")] private static void CastLocalAreaHeal() { CastLocalSkillAsset(AreaHealSkillPath); } [MenuItem("Tools/Colosseum/Debug/Cast Local Shield")] private static void CastLocalShield() { CastLocalSkillAsset(ShieldSkillPath); } [MenuItem("Tools/Colosseum/Debug/Damage Local Player 30")] private static void DamageLocalPlayer30() { if (!EditorApplication.isPlaying) { Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다."); return; } PlayerNetworkController localNetworkController = FindLocalNetworkController(); if (localNetworkController == null) { Debug.LogWarning("[Debug] 로컬 PlayerNetworkController를 찾지 못했습니다."); return; } localNetworkController.TakeDamageRpc(30f); } [MenuItem("Tools/Colosseum/Debug/Log Local Player Status")] private static void LogLocalPlayerStatus() { if (!EditorApplication.isPlaying) { Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다."); return; } PlayerNetworkController localNetworkController = FindLocalNetworkController(); if (localNetworkController == null) { Debug.LogWarning("[Debug] 로컬 PlayerNetworkController를 찾지 못했습니다."); return; } Debug.Log( $"[Debug] 로컬 플레이어 상태 | HP {localNetworkController.Health:F1}/{localNetworkController.MaxHealth:F1} | " + $"MP {localNetworkController.Mana:F1}/{localNetworkController.MaxMana:F1} | Shield {localNetworkController.Shield:F1}"); } [MenuItem("Tools/Colosseum/Debug/Log Boss Threat Summary")] private static void LogBossThreatSummary() { if (!EditorApplication.isPlaying) { Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다."); return; } EnemyBase[] enemies = Object.FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None); if (enemies == null || enemies.Length == 0) { Debug.LogWarning("[Debug] 활성 EnemyBase가 없습니다."); return; } StringBuilder builder = new StringBuilder(); for (int i = 0; i < enemies.Length; i++) { EnemyBase enemy = enemies[i]; if (enemy == null) continue; if (builder.Length > 0) builder.AppendLine().AppendLine(); builder.Append(enemy.name); builder.Append(" : "); builder.Append(enemy.GetThreatDebugSummary().Replace("\r\n", " | ").Replace("\n", " | ")); } Debug.Log($"[Debug] 보스 위협 요약\n{builder}"); } [MenuItem("Tools/Colosseum/Debug/Apply Local Stun")] private static void ApplyLocalStun() { ApplyLocalAbnormality(StunAbnormalityPath); } [MenuItem("Tools/Colosseum/Debug/Apply Local Silence")] private static void ApplyLocalSilence() { ApplyLocalAbnormality(SilenceAbnormalityPath); } [MenuItem("Tools/Colosseum/Debug/Apply Local Mark")] private static void ApplyLocalMark() { ApplyLocalAbnormality(MarkAbnormalityPath); } [MenuItem("Tools/Colosseum/Debug/Log HUD Abnormality Summary")] private static void LogHudAbnormalitySummary() { if (!EditorApplication.isPlaying) { Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다."); return; } PlayerHUD playerHud = Object.FindFirstObjectByType(); if (playerHud == null) { Debug.LogWarning("[Debug] PlayerHUD를 찾지 못했습니다."); return; } Debug.Log($"[Debug] HUD 이상상태 요약 | {playerHud.CurrentAbnormalitySummary}"); } private static PlayerSkillInput FindLocalSkillInput() { PlayerSkillInput[] skillInputs = Object.FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None); for (int i = 0; i < skillInputs.Length; i++) { if (skillInputs[i] != null && skillInputs[i].IsOwner) return skillInputs[i]; } return null; } private static PlayerNetworkController FindLocalNetworkController() { PlayerNetworkController[] networkControllers = Object.FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None); for (int i = 0; i < networkControllers.Length; i++) { if (networkControllers[i] != null && networkControllers[i].IsOwner) return networkControllers[i]; } return null; } private static AbnormalityManager FindLocalAbnormalityManager() { PlayerNetworkController localNetworkController = FindLocalNetworkController(); if (localNetworkController == null) { return null; } return localNetworkController.GetComponent(); } private static void CastLocalSkill(int slotIndex) { if (!EditorApplication.isPlaying) { Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다."); return; } PlayerSkillInput localSkillInput = FindLocalSkillInput(); if (localSkillInput == null) { Debug.LogWarning("[Debug] 로컬 PlayerSkillInput을 찾지 못했습니다."); return; } localSkillInput.DebugCastSkill(slotIndex); } private static void CastLocalSkillAsset(string assetPath) { if (!EditorApplication.isPlaying) { Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다."); return; } PlayerSkillInput localSkillInput = FindLocalSkillInput(); if (localSkillInput == null) { Debug.LogWarning("[Debug] 로컬 PlayerSkillInput을 찾지 못했습니다."); return; } SkillData skill = AssetDatabase.LoadAssetAtPath(assetPath); if (skill == null) { Debug.LogWarning($"[Debug] 스킬 에셋을 찾지 못했습니다: {assetPath}"); return; } localSkillInput.SetSkill(TemporaryDebugSlotIndex, skill); localSkillInput.DebugCastSkill(TemporaryDebugSlotIndex); } private static void ApplyLocalAbnormality(string assetPath) { if (!EditorApplication.isPlaying) { Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다."); return; } AbnormalityManager abnormalityManager = FindLocalAbnormalityManager(); if (abnormalityManager == null) { Debug.LogWarning("[Debug] 로컬 AbnormalityManager를 찾지 못했습니다."); return; } AbnormalityData abnormality = AssetDatabase.LoadAssetAtPath(assetPath); if (abnormality == null) { Debug.LogWarning($"[Debug] 이상상태 에셋을 찾지 못했습니다: {assetPath}"); return; } abnormalityManager.ApplyAbnormality(abnormality, abnormalityManager.gameObject); } } }