#if UNITY_EDITOR
using UnityEngine;
namespace ProjectM.Client
{
/// 07-21 G4 (review wf_98bf1268) — editor-only saturation-stress toggle, flipped by the DebugOverlay
/// row. While ON, CombatFeedbackSystem synthesizes the ally attack package at 3 orbiting fake-caster positions
/// (the 4-player worst case without 4 connections). Lives in the Debug family, NOT FeelConfig —
/// FeelProfileService.SaveCurrent snapshots every FeelConfig field and a captured profile would re-arm stress
/// mode on Apply (review finding). Resets on play-enter per the static-presentation-bridge ★ rule (statics
/// survive fast-enter-playmode reloads; a leaked-on flag would spew phantom ally FX with no overlay in
/// Game.unity to clear it).
public static class CombatStressDebug
{
/// While true, CombatFeedbackSystem emits the fake-caster ally-FX package every ~0.5 s.
public static bool StressAllyFx;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
static void ResetOnEnterPlayMode() => StressAllyFx = false;
}
}
#endif