Files
Project-M/Assets/_Project/Scripts/Client/Debug/ClassSwitchHotkeySystem.cs
T
kronic 9f61f7c6fe LANTERN kit into the shipping scene + frame rename (audit H2/M4)
H2 was the audit's sharpest finding: in Game.unity every player spawned
with four ability sockets pointing at SparkIds the baked AbilityDatabase
did not contain, so all four resolved to Damage=0 Range=0 Cooldown=0.
Melee and dash were the only working combat verbs in the built game.
Cause: the 5 LANTERN Sparks were added to GymSub.unity and never to
Gameplay.unity.

- Gameplay.unity's AbilityDatabaseAuthoring now carries all 9 defs (the
  4 legacy ids keep their numbers; Sparks are 5-9) with their effect
  prefabs. Live-verified in Play: sockets now read
  Vortex 8dmg/6range/420cd, Blink 20range/1cd, Hook & Pull
  15dmg/25range/120cd, Light Zone 6dmg/5range/480cd.
- Removed 6 orphaned authoring GameObjects the purge left behind in the
  subscene (StorageSpawner, StructureCatalog, ItemDatabase,
  SpitterProjectileConfig, BoonCatalog, MetaCatalog) and the RoomDressing
  object in Game.unity — the latter is what scattered 47 Synty desert
  props into the seabed murk.
- Deleted 4 now-unreferenced prefabs: EnemySpit, Pylon, Storage, Wall.
- Frame rename (M4): FrameKind.Warrior/Ranger -> Bathynaut/Harpooner,
  93 identifier sites. Byte values pinned (2/3), so no ghost-hash or save
  impact. The menu said "Warrior"/"Ranger" to players three weeks after
  the frames were renamed in design.
- Menu now reads LANTERN / "Light is territory — co-op descent" instead
  of "PROJECT M" / "Frontier colony — co-op" (the Awakening-Engine
  tagline, two directions stale).
- Removed the "Replay Tutorial" button and the Settings ONBOARDING
  section: both drove coach-marks DR-051 deleted. The settings fields
  still round-trip so existing settings files load unchanged.

All four project scenes + all prefabs verified free of missing scripts.
Server measured at 59.6 ticks/s against a 60 Hz target. 295/295 green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 13:11:58 -07:00

34 lines
1.4 KiB
C#

#if UNITY_EDITOR
using Unity.Entities;
using Unity.NetCode;
using UnityEngine.InputSystem;
namespace ProjectM.Client
{
/// <summary>
/// EDITOR-ONLY dev hotkey to switch the local player's class while playtesting: <b>F1 = Bathynaut</b>,
/// <b>F2 = Harpooner</b>. The <see cref="DebugOverlay"/>'s Class buttons only live in the DevSandbox scene, so this
/// keybind makes the swap reachable in the real menu -> Game flow too (no scene wiring needed). It enqueues the
/// SAME authoritative <see cref="ProjectM.Simulation.DebugCommandRequest"/> (DebugOp.SetClass) the overlay buttons
/// do, via <see cref="DebugCommandSendSystem"/> — the server strips/re-seeds the class traits, swaps the Fire
/// ability, and heals a living player to the new class's max. Reads <see cref="Keyboard"/> directly (no
/// .inputactions edit) and edge-detects with wasPressedThisFrame. Stripped from player builds (#if UNITY_EDITOR).
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
public partial class ClassSwitchHotkeySystem : SystemBase
{
protected override void OnUpdate()
{
var kb = Keyboard.current;
if (kb == null)
return;
if (kb.f1Key.wasPressedThisFrame)
DebugCommandSendSystem.SetBathynaut();
else if (kb.f2Key.wasPressedThisFrame)
DebugCommandSendSystem.SetHarpooner();
}
}
}
#endif