#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