RespawnSystemTester.cs 8.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260
  1. using UnityEngine;
  2. /// <summary>
  3. /// Debug tool for testing the respawn system without dying naturally.
  4. /// Attach to any GameObject in your scene.
  5. /// </summary>
  6. public class RespawnSystemTester : MonoBehaviour
  7. {
  8. [Header("Debug Controls")]
  9. [Tooltip("Press this key to instantly kill all party members")]
  10. public KeyCode killPartyKey = KeyCode.K;
  11. [Tooltip("Press this key to save a checkpoint at current position")]
  12. public KeyCode saveCheckpointKey = KeyCode.P;
  13. [Tooltip("Press this key to respawn at last checkpoint")]
  14. public KeyCode respawnKey = KeyCode.R;
  15. [Tooltip("Press this key to damage all characters by 20 HP")]
  16. public KeyCode damagePartyKey = KeyCode.H;
  17. [Header("References (Auto-found if not assigned)")]
  18. public TeamCohesionManager cohesionManager;
  19. public CheckpointSystem checkpointSystem;
  20. public GameManager gameManager;
  21. private bool showDebugUI = true;
  22. private void Start()
  23. {
  24. // Auto-find references if not assigned
  25. if (cohesionManager == null)
  26. cohesionManager = FindFirstObjectByType<TeamCohesionManager>();
  27. if (checkpointSystem == null)
  28. checkpointSystem = FindFirstObjectByType<CheckpointSystem>();
  29. if (gameManager == null)
  30. gameManager = FindFirstObjectByType<GameManager>();
  31. Debug.Log("[RespawnTester] Press '" + killPartyKey + "' to test death system");
  32. Debug.Log("[RespawnTester] Press '" + saveCheckpointKey + "' to save checkpoint");
  33. Debug.Log("[RespawnTester] Press '" + damagePartyKey + "' to damage party");
  34. }
  35. private void Update()
  36. {
  37. // Kill all party members instantly
  38. if (Input.GetKeyDown(killPartyKey))
  39. {
  40. KillAllPartyMembers();
  41. }
  42. // Save checkpoint
  43. if (Input.GetKeyDown(saveCheckpointKey))
  44. {
  45. SaveCheckpoint();
  46. }
  47. // Force respawn
  48. if (Input.GetKeyDown(respawnKey))
  49. {
  50. ForceRespawn();
  51. }
  52. // Damage party
  53. if (Input.GetKeyDown(damagePartyKey))
  54. {
  55. DamageAllPartyMembers(20);
  56. }
  57. // Toggle debug UI
  58. if (Input.GetKeyDown(KeyCode.F1))
  59. {
  60. showDebugUI = !showDebugUI;
  61. }
  62. }
  63. /// <summary>
  64. /// Instantly kill all party members to test death system
  65. /// </summary>
  66. public void KillAllPartyMembers()
  67. {
  68. if (cohesionManager == null || cohesionManager.groupMembers == null)
  69. {
  70. Debug.LogError("[RespawnTester] Cannot kill party: CohesionManager not found");
  71. return;
  72. }
  73. Debug.Log("[RespawnTester] 💀 Killing all party members...");
  74. // Set all characters to 0 HP
  75. foreach (var character in cohesionManager.groupMembers)
  76. {
  77. character.currentHP = 0;
  78. // Update UI to show 0 HP
  79. UIUpdater.Instance?.UpdateCharacterHP(character);
  80. // Trigger death on UI controller
  81. var uiController = UIUpdater.Instance?.GetUIForCharacter(character);
  82. if (uiController != null)
  83. {
  84. uiController.HandleCharacterDeath();
  85. }
  86. }
  87. Debug.Log("[RespawnTester] All party members killed. Death system should trigger...");
  88. }
  89. /// <summary>
  90. /// Damage all party members by a certain amount
  91. /// </summary>
  92. public void DamageAllPartyMembers(int damage)
  93. {
  94. if (cohesionManager == null || cohesionManager.groupMembers == null)
  95. {
  96. Debug.LogError("[RespawnTester] Cannot damage party: CohesionManager not found");
  97. return;
  98. }
  99. Debug.Log($"[RespawnTester] ⚔️ Damaging all party members by {damage} HP");
  100. foreach (var character in cohesionManager.groupMembers)
  101. {
  102. character.currentHP = Mathf.Max(0, character.currentHP - damage);
  103. UIUpdater.Instance?.UpdateCharacterHP(character);
  104. var uiController = UIUpdater.Instance?.GetUIForCharacter(character);
  105. if (uiController != null)
  106. {
  107. uiController.ShowDamageOnCard(damage);
  108. // Check if character died
  109. if (character.currentHP <= 0)
  110. {
  111. uiController.HandleCharacterDeath();
  112. }
  113. }
  114. }
  115. }
  116. /// <summary>
  117. /// Save checkpoint at current position
  118. /// </summary>
  119. public void SaveCheckpoint()
  120. {
  121. if (checkpointSystem == null)
  122. {
  123. Debug.LogError("[RespawnTester] Cannot save checkpoint: CheckpointSystem not found");
  124. return;
  125. }
  126. checkpointSystem.SaveCheckpoint();
  127. Debug.Log("[RespawnTester] 💾 Checkpoint saved at current position");
  128. }
  129. /// <summary>
  130. /// Force respawn without dying
  131. /// </summary>
  132. public void ForceRespawn()
  133. {
  134. if (gameManager == null)
  135. {
  136. Debug.LogError("[RespawnTester] Cannot respawn: GameManager not found");
  137. return;
  138. }
  139. Debug.Log("[RespawnTester] 🔄 Forcing respawn...");
  140. gameManager.RespawnParty();
  141. }
  142. /// <summary>
  143. /// Heal all party members to full
  144. /// </summary>
  145. public void HealAllPartyMembers()
  146. {
  147. if (cohesionManager == null || cohesionManager.groupMembers == null)
  148. {
  149. Debug.LogError("[RespawnTester] Cannot heal party: CohesionManager not found");
  150. return;
  151. }
  152. Debug.Log("[RespawnTester] ❤️ Healing all party members to full");
  153. foreach (var character in cohesionManager.groupMembers)
  154. {
  155. character.currentHP = character.maxHP;
  156. character.currentFatigue = character.maxFatigue;
  157. character.currentMana = character.maxMana;
  158. UIUpdater.Instance?.UpdateCharacterHP(character);
  159. UIUpdater.Instance?.UpdateCharacterFatigue(character);
  160. }
  161. }
  162. private void OnGUI()
  163. {
  164. if (!showDebugUI) return;
  165. // Create debug UI panel
  166. GUILayout.BeginArea(new Rect(10, 10, 300, 300));
  167. GUILayout.BeginVertical("box");
  168. GUILayout.Label("=== RESPAWN SYSTEM TESTER ===");
  169. GUILayout.Space(10);
  170. GUILayout.Label($"[{killPartyKey}] Kill Party");
  171. GUILayout.Label($"[{damagePartyKey}] Damage Party (-20 HP)");
  172. GUILayout.Label($"[{saveCheckpointKey}] Save Checkpoint");
  173. GUILayout.Label($"[{respawnKey}] Force Respawn");
  174. GUILayout.Label($"[F1] Toggle This UI");
  175. GUILayout.Space(10);
  176. // Show party status
  177. if (cohesionManager != null && cohesionManager.groupMembers != null)
  178. {
  179. GUILayout.Label("--- Party Status ---");
  180. foreach (var character in cohesionManager.groupMembers)
  181. {
  182. GUILayout.Label($"{character.characterName}: {character.currentHP}/{character.maxHP} HP");
  183. }
  184. }
  185. GUILayout.Space(10);
  186. // Checkpoint status
  187. if (checkpointSystem != null)
  188. {
  189. bool hasCheckpoint = checkpointSystem.HasCheckpoint();
  190. GUILayout.Label($"Checkpoint: {(hasCheckpoint ? "✓ Saved" : "✗ None")}");
  191. if (hasCheckpoint)
  192. {
  193. Vector3 pos = checkpointSystem.GetCheckpointPosition();
  194. GUILayout.Label($"Location: ({pos.x:F1}, {pos.y:F1}, {pos.z:F1})");
  195. }
  196. }
  197. GUILayout.Space(10);
  198. // Manual buttons
  199. if (GUILayout.Button("Kill Party"))
  200. KillAllPartyMembers();
  201. if (GUILayout.Button("Damage Party"))
  202. DamageAllPartyMembers(20);
  203. if (GUILayout.Button("Save Checkpoint"))
  204. SaveCheckpoint();
  205. if (GUILayout.Button("Heal Party"))
  206. HealAllPartyMembers();
  207. GUILayout.EndVertical();
  208. GUILayout.EndArea();
  209. }
  210. }