Dev tool: switch player class (Warrior/Ranger) at runtime for testing
Editor-only class swap via the existing scalar dev-RPC family (new DebugOp.SetClass): F1/F2 keybind (ClassSwitchHotkeySystem), DebugOverlay '- Class -' buttons, and DebugCommandSendSystem.SetWarrior/SetRanger/SetClass statics. Server (DebugCommandReceiveSystem) swaps class in place on the spawned player: strips+re-seeds the ClassTraits StatModifier seeds, swaps the AbilityRef Fire slot, resets the ability cooldown, and heals a LIVING player to the new max (dead players skip the heal so respawn isn't raced). Server-authoritative + prediction-correct (same buffer-mutation path as GrantUpgrade); wire type unchanged so the RpcCollection hash is unaffected. ClassTraits gains a shared Seeds core (spawn + swap can't drift), ClassSeedCount, IsClassSeed, a DynamicBuffer AppendSeeds overload, and Reapply. +3 EditMode tests (exact-count round-trip, value-equality fold, boundary/foreign-mod preservation); 351/351 green; Warrior<->Ranger round-trip Play-validated (server+client agree). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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#if UNITY_EDITOR
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using Unity.Entities;
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using Unity.NetCode;
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using UnityEngine.InputSystem;
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namespace ProjectM.Client
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{
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/// <summary>
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/// EDITOR-ONLY dev hotkey to switch the local player's class while playtesting: <b>F1 = Warrior</b>,
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/// <b>F2 = Ranger</b>. The <see cref="DebugOverlay"/>'s Class buttons only live in the DevSandbox scene, so this
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/// keybind makes the swap reachable in the real menu -> Game flow too (no scene wiring needed). It enqueues the
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/// SAME authoritative <see cref="ProjectM.Simulation.DebugCommandRequest"/> (DebugOp.SetClass) the overlay buttons
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/// do, via <see cref="DebugCommandSendSystem"/> — the server strips/re-seeds the class traits, swaps the Fire
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/// ability, and heals a living player to the new class's max. Reads <see cref="Keyboard"/> directly (no
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/// .inputactions edit) and edge-detects with wasPressedThisFrame. Stripped from player builds (#if UNITY_EDITOR).
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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public partial class ClassSwitchHotkeySystem : SystemBase
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{
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protected override void OnUpdate()
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{
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var kb = Keyboard.current;
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if (kb == null)
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return;
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if (kb.f1Key.wasPressedThisFrame)
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DebugCommandSendSystem.SetWarrior();
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else if (kb.f2Key.wasPressedThisFrame)
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DebugCommandSendSystem.SetRanger();
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}
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}
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}
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#endif
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