#if UNITY_EDITOR using System.Collections.Generic; using ProjectM.Simulation; using Unity.Entities; using Unity.NetCode; using UnityEngine; namespace ProjectM.Client { /// /// EDITOR-ONLY client sender for dev-tool RPCs. Mirrors /// StorageOpSendSystem: static convenience methods enqueue into a queue that this client /// drains into request entities each tick (so it works from the DebugOverlay's IMGUI /// AND headless from execute_code). The statics are reset on play-enter so a fast-enter-playmode reload can't /// replay a stale queue. The wire type is unconditional; this system is #if UNITY_EDITOR (stripped from builds). /// [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)] public partial class DebugCommandSendSystem : SystemBase { struct Pending { public byte Op; public int ArgA; public int ArgB; } static readonly List s_Pending = new List(); /// Queue a raw dev command for the next client tick. public static void Send(byte op, int argA = 0, int argB = 0) => s_Pending.Add(new Pending { Op = op, ArgA = argA, ArgB = argB }); // Convenience wrappers (overlay buttons + execute_code). public static void SpawnWave() => Send(DebugOp.SpawnWave); // re-meant: force the next wave now public static void StopWaves() => Send(DebugOp.EndSiege); // re-meant: quiet the arena (cull + delay waves) public static void ClearEnemies() => Send(DebugOp.ClearEnemies); public static void GrantResource(byte itemId, int count) => Send(DebugOp.GrantResource, itemId, count); public static void GrantUpgrade() => Send(DebugOp.GrantUpgrade); public static void Teleport(byte region) => Send(DebugOp.Teleport, region); public static void ToggleGod() => Send(DebugOp.ToggleGod); public static void Heal() => Send(DebugOp.Heal); public static void Kill() => Send(DebugOp.KillPlayer); /// Set the knob to value (server-applied, x1000 fixed-point; MC-0). public static void SetTuning(byte knob, float value) => Send(DebugOp.SetTuning, knob, Mathf.RoundToInt(value * 1000f)); /// Swap the sender's class to (a byte); server-authoritative (class-switch dev tool). public static void SetClass(byte classId) => Send(DebugOp.SetClass, classId); public static void SetWarrior() => SetClass(ClassTraits.WarriorClass); public static void SetRanger() => SetClass(ClassTraits.RangerClass); /// GYM: spawn enemy KIND (a byte) near the sender, count times. public static void SpawnEnemy(byte kind, int count = 1) => Send(DebugOp.SpawnEnemy, kind, count); [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] static void ResetOnEnterPlayMode() => s_Pending.Clear(); protected override void OnUpdate() { if (s_Pending.Count == 0) return; if (!SystemAPI.TryGetSingletonEntity(out var connection)) return; // not connected yet — hold the queue var em = EntityManager; for (int i = 0; i < s_Pending.Count; i++) { var p = s_Pending[i]; var req = em.CreateEntity(); em.AddComponentData(req, new DebugCommandRequest { Op = p.Op, ArgA = p.ArgA, ArgB = p.ArgB }); em.AddComponentData(req, new SendRpcCommandRequest { TargetConnection = connection }); } s_Pending.Clear(); } } } #endif