using UnityEngine; public class ResistanceTest : MonoBehaviour { [Header("Test Settings")] public int testLevel = 5; public int testPhysicalDamage = 25; // Increased test damage to show more impact public int testMagicalDamage = 30; // Increased test damage to show more impact [Header("Results")] [SerializeField] private string resistanceInfo; [SerializeField] private int effectivePhysicalDamage; [SerializeField] private int effectiveMagicalDamage; [SerializeField] private bool shieldActive; private enemyScript testEnemy; void Start() { // Create a test enemy GameObject enemyObj = new GameObject("TestEnemy"); testEnemy = enemyObj.AddComponent(); // Set the enemy level testEnemy.SetLevel(testLevel); // Calculate and display results CalculateTestResults(); } void CalculateTestResults() { if (testEnemy == null) return; resistanceInfo = testEnemy.GetResistanceInfo(); effectivePhysicalDamage = testEnemy.CalculateEffectiveDamage(testPhysicalDamage, false); effectiveMagicalDamage = testEnemy.CalculateEffectiveDamage(testMagicalDamage, true); shieldActive = testEnemy.IsShieldActive(); Debug.Log($"=== Resistance & Shield Test Results ==="); Debug.Log($"Enemy Level: {testLevel}"); Debug.Log($"Resistance: {resistanceInfo}"); Debug.Log($"Physical Damage: {testPhysicalDamage} -> {effectivePhysicalDamage}"); Debug.Log($"Magical Damage: {testMagicalDamage} -> {effectiveMagicalDamage}"); Debug.Log($"Shield Active: {shieldActive}"); Debug.Log($"Shield Health: {testEnemy.magicalHealth}"); Debug.Log($"Regular Health: {testEnemy.health}"); Debug.Log($"==============================="); } [ContextMenu("Run Test")] void RunTest() { if (testEnemy != null) { testEnemy.SetLevel(testLevel); CalculateTestResults(); } } }