using System.Text;
using System.Collections.Generic;
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 SlashSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_베기.asset";
private const string PierceSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_찌르기.asset";
private const string SpinSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_회전베기.asset";
private const string DashSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_돌진.asset";
private const string ProjectileSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_투사체.asset";
private const string TauntSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_도발.asset";
private const string GuardSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_방어태세.asset";
private const string IronWallSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_철벽.asset";
private const string EvadeSkillPath = "Assets/_Game/Data/Skills/Data_Skill_Player_구르기.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($"[Debug] HUD 이상상태 요약 | {playerHud.CurrentAbnormalitySummary}");
}
[MenuItem("Tools/Colosseum/Debug/Apply Tank Loadout")]
private static void ApplyTankLoadout()
{
ApplyLoadout(
"탱커",
SlashSkillPath,
TauntSkillPath,
GuardSkillPath,
DashSkillPath,
IronWallSkillPath,
PierceSkillPath,
EvadeSkillPath);
}
[MenuItem("Tools/Colosseum/Debug/Apply Support Loadout")]
private static void ApplySupportLoadout()
{
ApplyLoadout(
"지원",
SlashSkillPath,
HealSkillPath,
AreaHealSkillPath,
ShieldSkillPath,
DashSkillPath,
ProjectileSkillPath,
EvadeSkillPath);
}
[MenuItem("Tools/Colosseum/Debug/Apply DPS Loadout")]
private static void ApplyDpsLoadout()
{
ApplyLoadout(
"딜러",
SlashSkillPath,
PierceSkillPath,
SpinSkillPath,
DashSkillPath,
ProjectileSkillPath,
ShieldSkillPath,
EvadeSkillPath);
}
[MenuItem("Tools/Colosseum/Debug/Log Local Skill Loadout")]
private static void LogLocalSkillLoadout()
{
if (!EditorApplication.isPlaying)
{
Debug.LogWarning("[Debug] 플레이 모드에서만 사용할 수 있습니다.");
return;
}
PlayerSkillInput localSkillInput = FindLocalSkillInput();
if (localSkillInput == null)
{
Debug.LogWarning("[Debug] 로컬 PlayerSkillInput을 찾지 못했습니다.");
return;
}
string[] slotNames = { "L", "R", "1", "2", "3", "4", "Ctrl" };
int[] slotOrder = { 0, 1, 2, 3, 4, 5, 6 };
StringBuilder builder = new StringBuilder();
for (int i = 0; i < slotOrder.Length; i++)
{
SkillData skill = localSkillInput.GetSkill(slotOrder[i]);
builder.Append(slotNames[i]);
builder.Append(": ");
builder.Append(skill != null ? skill.SkillName : "(비어 있음)");
if (i < slotOrder.Length - 1)
builder.Append(" | ");
}
Debug.Log($"[Debug] 로컬 스킬 구성 | {builder}");
}
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);
}
private static void ApplyLoadout(string loadoutName, params string[] skillPaths)
{
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;
}
List skills = new List(skillPaths.Length);
for (int i = 0; i < skillPaths.Length; i++)
{
SkillData skill = AssetDatabase.LoadAssetAtPath(skillPaths[i]);
if (skill == null)
{
Debug.LogWarning($"[Debug] 스킬 에셋을 찾지 못했습니다: {skillPaths[i]}");
return;
}
skills.Add(skill);
}
localSkillInput.SetSkills(skills);
Debug.Log($"[Debug] {loadoutName} 프리셋을 적용했습니다.");
}
}
}