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(Cleanup) Isolate testing commands #272
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,68 @@ | ||
| using MLAPI; | ||
| using UnityEngine; | ||
|
|
||
| namespace BossRoom.Server | ||
| { | ||
| /// <summary> | ||
| /// Provides various special commands that the Host can use while developing and | ||
| /// debugging the game. These are not compiled into release builds. (If you want | ||
| /// to disable them for debug builds, disable or remove this component from the | ||
| /// BossRoomState prefab.) | ||
| /// </summary> | ||
| public class ServerTestingHotkeys : NetworkBehaviour | ||
| { | ||
| #if UNITY_EDITOR || DEVELOPMENT_BUILD | ||
| [SerializeField] | ||
| [Tooltip("Enemy to spawn. Make sure this is included in the NetworkManager's list of prefabs!")] | ||
| private NetworkObject m_EnemyPrefab; | ||
|
|
||
| [SerializeField] | ||
| [Tooltip("Boss to spawn. Make sure this is included in the NetworkManager's list of prefabs!")] | ||
| private NetworkObject m_BossPrefab; | ||
|
|
||
| [SerializeField] | ||
| [Tooltip("Key that the Host can press to spawn an extra enemy")] | ||
| KeyCode m_SpawnEnemyKeyCode = KeyCode.E; | ||
|
|
||
| [SerializeField] | ||
| [Tooltip("Key that the Host can press to spawn an extra boss")] | ||
| KeyCode m_SpawnBossKeyCode = KeyCode.B; | ||
|
|
||
| [SerializeField] | ||
| [Tooltip("Key that the Host can press to quit the game")] | ||
| KeyCode m_InstantQuitKeyCode = KeyCode.Q; | ||
|
|
||
| public override void NetworkStart() | ||
| { | ||
| base.NetworkStart(); | ||
|
|
||
| if (!IsServer) | ||
| { | ||
| // these commands don't work on the client | ||
| enabled = false; | ||
| } | ||
| } | ||
|
|
||
| private void Update() | ||
| { | ||
| if (!IsServer) { return; } // not initialized yet | ||
|
|
||
| if (m_SpawnEnemyKeyCode != KeyCode.None && Input.GetKeyDown(m_SpawnEnemyKeyCode)) | ||
| { | ||
| var newEnemy = Instantiate(m_EnemyPrefab); | ||
| newEnemy.SpawnWithOwnership(NetworkManager.Singleton.LocalClientId); | ||
| } | ||
| if (m_SpawnBossKeyCode != KeyCode.None && Input.GetKeyDown(m_SpawnBossKeyCode)) | ||
| { | ||
| var newEnemy = Instantiate(m_BossPrefab); | ||
| newEnemy.SpawnWithOwnership(NetworkManager.Singleton.LocalClientId); | ||
| } | ||
| if (m_InstantQuitKeyCode != KeyCode.None && Input.GetKeyDown(m_InstantQuitKeyCode)) | ||
| { | ||
| GameStateRelay.SetRelayObject(false); // indicate to the post-game screen that the game was lost | ||
| MLAPI.SceneManagement.NetworkSceneManager.SwitchScene("PostGame"); | ||
| } | ||
| } | ||
| #endif | ||
| } | ||
| } | ||
11 changes: 11 additions & 0 deletions
11
Assets/BossRoom/Scripts/Server/ServerTestingHotkeys.cs.meta
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