381 lines
14 KiB
C#
381 lines
14 KiB
C#
using UnityEditor;
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using UnityEngine;
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using AppleHills.Data.CardSystem;
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using Data.CardSystem;
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using Core;
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using UI.CardSystem;
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using UnityEngine.UI;
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using System.Collections.Generic;
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namespace Editor.CardSystem
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{
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/// <summary>
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/// Editor window for testing the Card System in play mode.
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/// Provides buttons to test core functionalities like adding booster packs, opening packs, and generating cards.
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/// </summary>
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public class CardSystemTesterWindow : EditorWindow
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{
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// Test Settings
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private int boosterPacksToAdd = 3;
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private int cardsToGenerate = 10;
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// Auto-add toggles (always editable)
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private bool autoAddBoosters = false;
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private bool autoAddCards = false;
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// Scheduling for delayed auto-add after entering play mode
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private double scheduledAddTime = -1.0;
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private bool scheduledBoosters = false;
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private bool scheduledCards = false;
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// Debug Info
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private int currentBoosterCount;
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private int totalCardsInCollection;
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private string lastActionMessage = "";
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// UI State
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private Vector2 scrollPosition;
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[MenuItem("AppleHills/Cards/Card System Tester")]
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public static void ShowWindow()
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{
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var window = GetWindow<CardSystemTesterWindow>(false, "Card System Tester", true);
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window.minSize = new Vector2(400, 500);
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}
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private void OnEnable()
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{
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EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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EditorApplication.update += EditorUpdate;
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}
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private void OnDisable()
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{
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EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
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EditorApplication.update -= EditorUpdate;
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}
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private void OnPlayModeStateChanged(PlayModeStateChange state)
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{
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if (state == PlayModeStateChange.EnteredPlayMode)
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{
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RefreshDebugInfo();
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// Schedule auto-adds after 1 second if toggles are enabled
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if (autoAddBoosters || autoAddCards)
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{
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scheduledAddTime = EditorApplication.timeSinceStartup + 1.0;
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scheduledBoosters = autoAddBoosters;
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scheduledCards = autoAddCards;
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}
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}
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else if (state == PlayModeStateChange.ExitingPlayMode)
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{
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lastActionMessage = "";
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// clear any scheduled actions when leaving play mode
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scheduledAddTime = -1.0;
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scheduledBoosters = false;
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scheduledCards = false;
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}
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Repaint();
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}
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// Polling update used to execute scheduled actions after a delay
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private void EditorUpdate()
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{
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if (scheduledAddTime > 0 && EditorApplication.timeSinceStartup >= scheduledAddTime)
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{
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// perform scheduled actions
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if (scheduledBoosters)
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{
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AddBoosterPacks();
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}
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if (scheduledCards)
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{
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GenerateRandomCards();
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}
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// clear schedule
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scheduledAddTime = -1.0;
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scheduledBoosters = false;
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scheduledCards = false;
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Repaint();
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}
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}
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private void OnGUI()
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{
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scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
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// Header
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EditorGUILayout.Space(10);
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EditorGUILayout.LabelField("Card System Tester", EditorStyles.boldLabel);
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EditorGUILayout.HelpBox("This tool allows you to test the card system in play mode. " +
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"Enter play mode to enable the testing functions.", MessageType.Info);
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EditorGUILayout.Space(10);
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// Test Settings Section
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DrawTestSettings();
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EditorGUILayout.Space(10);
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// Debug Info Section
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DrawDebugInfo();
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EditorGUILayout.Space(10);
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// Test Actions Section
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DrawTestActions();
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EditorGUILayout.EndScrollView();
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}
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private void DrawTestSettings()
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{
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EditorGUILayout.LabelField("Test Settings", EditorStyles.boldLabel);
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// Booster pack slider with always-editable auto-add toggle
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EditorGUILayout.BeginHorizontal();
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EditorGUI.BeginDisabledGroup(!Application.isPlaying);
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boosterPacksToAdd = EditorGUILayout.IntSlider("Booster Packs to Add", boosterPacksToAdd, 1, 10);
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EditorGUI.EndDisabledGroup();
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GUILayout.FlexibleSpace();
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autoAddBoosters = EditorGUILayout.ToggleLeft("Auto Add", autoAddBoosters, GUILayout.Width(110));
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EditorGUILayout.EndHorizontal();
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// Card generation slider with always-editable auto-add toggle
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EditorGUILayout.BeginHorizontal();
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EditorGUI.BeginDisabledGroup(!Application.isPlaying);
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cardsToGenerate = EditorGUILayout.IntSlider("Cards to Generate", cardsToGenerate, 1, 100);
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EditorGUI.EndDisabledGroup();
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GUILayout.FlexibleSpace();
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autoAddCards = EditorGUILayout.ToggleLeft("Auto Add", autoAddCards, GUILayout.Width(110));
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EditorGUILayout.EndHorizontal();
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}
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private void DrawDebugInfo()
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{
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EditorGUILayout.LabelField("Debug Info", EditorStyles.boldLabel);
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if (Application.isPlaying)
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{
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EditorGUI.BeginDisabledGroup(true);
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EditorGUILayout.IntField("Current Booster Count", currentBoosterCount);
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EditorGUILayout.IntField("Total Cards in Collection", totalCardsInCollection);
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EditorGUI.EndDisabledGroup();
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if (!string.IsNullOrEmpty(lastActionMessage))
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{
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EditorGUILayout.Space(5);
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EditorGUILayout.HelpBox(lastActionMessage, MessageType.None);
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}
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EditorGUILayout.Space(5);
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if (GUILayout.Button("Refresh Debug Info"))
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{
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RefreshDebugInfo();
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}
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}
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else
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{
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EditorGUILayout.HelpBox("Debug info available in play mode.", MessageType.Warning);
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}
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}
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private void DrawTestActions()
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{
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EditorGUILayout.LabelField("Test Actions", EditorStyles.boldLabel);
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if (!Application.isPlaying)
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{
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EditorGUILayout.HelpBox("Enter Play Mode to use these testing functions.", MessageType.Warning);
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return;
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}
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// Booster Pack Actions
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EditorGUILayout.Space(5);
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EditorGUILayout.LabelField("Booster Pack Actions", EditorStyles.miniBoldLabel);
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if (GUILayout.Button("Add Booster Packs", GUILayout.Height(30)))
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{
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AddBoosterPacks();
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}
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// Card Generation Actions
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EditorGUILayout.Space(10);
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EditorGUILayout.LabelField("Card Generation Actions", EditorStyles.miniBoldLabel);
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if (GUILayout.Button("Generate Random Cards", GUILayout.Height(30)))
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{
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GenerateRandomCards();
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}
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EditorGUILayout.Space(5);
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if (GUILayout.Button("Populate Pending (6 Unique Cards)", GUILayout.Height(30)))
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{
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PopulatePendingCards();
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}
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EditorGUILayout.Space(5);
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// Danger Zone
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EditorGUILayout.Space(10);
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EditorGUILayout.LabelField("Danger Zone", EditorStyles.miniBoldLabel);
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GUI.backgroundColor = new Color(1f, 0.6f, 0.6f);
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if (GUILayout.Button("Clear All Cards", GUILayout.Height(30)))
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{
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if (EditorUtility.DisplayDialog("Clear All Cards",
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"Are you sure you want to clear all cards from the inventory? This cannot be undone in this play session.",
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"Clear All", "Cancel"))
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{
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ClearAllCards();
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}
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}
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GUI.backgroundColor = Color.white;
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}
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// Refresh the debug information
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private void RefreshDebugInfo()
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{
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if (!Application.isPlaying)
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return;
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if (CardSystemManager.Instance != null)
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{
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currentBoosterCount = CardSystemManager.Instance.GetBoosterPackCount();
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totalCardsInCollection = CardSystemManager.Instance.GetCardInventory().GetAllCards().Count;
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Repaint();
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}
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}
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// Test Action Methods
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private void AddBoosterPacks()
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{
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if (CardSystemManager.Instance != null)
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{
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CardSystemManager.Instance.AddBoosterPack(boosterPacksToAdd);
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lastActionMessage = $"Added {boosterPacksToAdd} booster pack(s)";
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Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
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RefreshDebugInfo();
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}
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else
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{
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lastActionMessage = "Error: CardSystemManager instance not found!";
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Debug.LogError("[CardSystemTesterWindow] " + lastActionMessage);
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Repaint();
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}
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}
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private void GenerateRandomCards()
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{
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if (CardSystemManager.Instance != null)
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{
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int cardsAdded = 0;
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List<CardDefinition> allDefinitions = CardSystemManager.Instance.GetAllCardDefinitions();
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if (allDefinitions.Count == 0)
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{
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lastActionMessage = "Error: No card definitions available";
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Logging.Warning($"[CardSystemTesterWindow] {lastActionMessage}");
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Repaint();
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return;
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}
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for (int i = 0; i < cardsToGenerate; i++)
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{
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// Get a random card definition
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CardDefinition randomDef = allDefinitions[Random.Range(0, allDefinitions.Count)];
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// Create a card data instance and add it to inventory
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CardData newCard = randomDef.CreateCardData();
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CardSystemManager.Instance.GetCardInventory().AddCard(newCard);
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cardsAdded++;
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}
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lastActionMessage = $"Generated {cardsAdded} random cards";
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Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
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RefreshDebugInfo();
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}
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else
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{
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lastActionMessage = "Error: CardSystemManager instance not found!";
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Debug.LogError("[CardSystemTesterWindow] " + lastActionMessage);
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Repaint();
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}
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}
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private void PopulatePendingCards()
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{
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if (CardSystemManager.Instance != null)
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{
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List<CardDefinition> allDefinitions = CardSystemManager.Instance.GetAllCardDefinitions();
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if (allDefinitions.Count == 0)
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{
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lastActionMessage = "Error: No card definitions available";
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Logging.Warning($"[CardSystemTesterWindow] {lastActionMessage}");
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Repaint();
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return;
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}
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// Ensure we have enough definitions to pick 6 unique cards
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int cardsToAdd = Mathf.Min(6, allDefinitions.Count);
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// Shuffle definitions to get random unique cards
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List<CardDefinition> shuffledDefs = new List<CardDefinition>(allDefinitions);
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for (int i = 0; i < shuffledDefs.Count; i++)
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{
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int randomIndex = Random.Range(i, shuffledDefs.Count);
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(shuffledDefs[i], shuffledDefs[randomIndex]) = (shuffledDefs[randomIndex], shuffledDefs[i]);
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}
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// Add first 6 unique cards to pending
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// AddCardToInventoryDelayed automatically routes NEW cards to pending queue
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int cardsAdded = 0;
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for (int i = 0; i < cardsToAdd; i++)
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{
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CardData newCard = shuffledDefs[i].CreateCardData();
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CardSystemManager.Instance.AddCardToInventoryDelayed(newCard);
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cardsAdded++;
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}
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lastActionMessage = $"Added {cardsAdded} unique cards to pending reveal queue";
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Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
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RefreshDebugInfo();
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}
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else
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{
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lastActionMessage = "Error: CardSystemManager instance not found!";
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Debug.LogError("[CardSystemTesterWindow] " + lastActionMessage);
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Repaint();
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}
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}
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private void ClearAllCards()
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{
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if (CardSystemManager.Instance != null)
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{
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int count = CardSystemManager.Instance.GetCardInventory().GetAllCards().Count;
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CardSystemManager.Instance.GetCardInventory().ClearAllCards();
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lastActionMessage = $"Cleared {count} cards from inventory";
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Logging.Debug($"[CardSystemTesterWindow] {lastActionMessage}");
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RefreshDebugInfo();
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}
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else
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{
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lastActionMessage = "Error: CardSystemManager instance not found!";
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Debug.LogError("[CardSystemTesterWindow] " + lastActionMessage);
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Repaint();
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}
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}
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}
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}
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