using GameFramework.Debugger;
using SepCore.Battle;
using SepCore.CustomComponent;
using SepCore.Definition;
using System.Collections.Generic;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace SepCore.Debugger
{
///
/// 战斗壳层调试入口(仅供 Editor/Development Build,正式构建不注册)。
/// 模拟探索层:缺少单局状态时用配表角色与固定种子初始化临时状态,
/// 然后通过 TurnBattleComponent 以调试遭遇开始/结束战斗,不依赖尚未实现的地图敌人。
/// 支持 1v1 / 2v2 / 4v4 与先制开关。
///
public class BattleDebuggerWindow : IDebuggerWindow
{
private const int DebugRunSeed = 240829;
private const int DebugEncounterId = 1;
private int _playerCount = 1;
private int _enemyPartyConfigId = 4001;
private bool _preemptive;
private int _builtPlayerCount = -1;
public void Initialize(params object[] args)
{
}
public void Shutdown()
{
}
public void OnEnter()
{
}
public void OnLeave()
{
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
}
public void OnDraw()
{
GUILayout.Label("Battle Shell");
GUILayout.BeginVertical("box");
{
GUILayout.Label("队伍规模(玩家数/敌人队伍):");
GUILayout.BeginHorizontal();
{
if (GUILayout.Button("1v1", GUILayout.Height(26)))
{
_playerCount = 1;
_enemyPartyConfigId = 4001;
}
if (GUILayout.Button("2v2", GUILayout.Height(26)))
{
_playerCount = 2;
_enemyPartyConfigId = 4002;
}
if (GUILayout.Button("4v4", GUILayout.Height(26)))
{
_playerCount = 4;
_enemyPartyConfigId = 4005;
}
}
GUILayout.EndHorizontal();
GUILayout.Label("当前选择:" + _playerCount + " 玩家 / 敌人队伍 " + _enemyPartyConfigId);
_preemptive = GUILayout.Toggle(_preemptive, "先制(第一轮玩家全先行)");
GUILayout.BeginHorizontal();
{
if (GUILayout.Button("Open", GUILayout.Height(30)))
{
OpenShell();
}
if (GUILayout.Button("Close", GUILayout.Height(30)))
{
GameEntry.TurnBattle.CloseBattle();
}
}
GUILayout.EndHorizontal();
}
GUILayout.EndVertical();
DrawRunState();
}
private static void DrawRunState()
{
GUILayout.Label("Run State");
GUILayout.BeginVertical("box");
{
TurnBattleComponent runBattle = GameEntry.TurnBattle;
if (runBattle == null)
{
GUILayout.Label("TurnBattleComponent missing.");
return;
}
GUILayout.Label("RunElapsedMs: " + runBattle.RunElapsedMs.ToString());
GUILayout.Label("IsTimerPaused: " + runBattle.IsTimerPaused);
GUILayout.Label("IsExplorationPaused: " + runBattle.IsExplorationPaused);
GUILayout.Label("IsBattleActive: " + runBattle.IsBattleActive);
}
GUILayout.EndVertical();
}
private void OpenShell()
{
if (GameEntry.Random.Random == null)
{
GameEntry.Random.BeginRun(DebugRunSeed);
}
// 规模变化时重建玩家列表(重置为满状态);同规模重开保留上次战斗回写的 HP/MP
if (_builtPlayerCount != _playerCount)
{
GameEntry.TurnBattle.ReplacePlayers(BuildDebugPlayers(_playerCount));
_builtPlayerCount = _playerCount;
}
BattleEncounter encounter = new BattleEncounter(DebugEncounterId, _enemyPartyConfigId, _preemptive);
bool started = GameEntry.TurnBattle.TryStartBattle(encounter, null);
if (!started)
{
Log.Warning("Battle debug shell can not start, maybe a battle is already active.");
}
}
private static List BuildDebugPlayers(int count)
{
List players = new List();
GlobalConfig global = GameEntry.Luban.Global != null ? GameEntry.Luban.Global.Data : null;
if (global == null)
{
Log.Warning("Can not build debug players without global config.");
return players;
}
if (global.NewGameCharacterIds == null || global.NewGameCharacterIds.Count == 0)
{
Log.Warning("Can not build debug players without new game character ids.");
return players;
}
int order = 1;
foreach (int characterId in global.NewGameCharacterIds)
{
if (order > count)
{
break;
}
CharacterConfig config = GameEntry.Luban.Get(characterId);
if (config == null)
{
Log.Warning("Debug character '{0}' missing in config, skipped.", characterId.ToString());
continue;
}
players.Add(new RunPlayerState
{
CharacterId = characterId,
PartyOrder = order++,
CurrentHp = config.MaxHp,
CurrentMp = config.MaxMp,
MaxHp = config.MaxHp,
MaxMp = config.MaxMp,
Atk = config.Atk,
Mat = config.Mat,
Speed = config.Speed,
AttackActionId = config.AttackActionId,
SkillActionId = config.SkillActionId,
});
}
return players;
}
}
}