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BoltLog.Info("Simulating action {0} for unit {1} on flank {2}", action.ActionType, action.Unit, action.Unit.CurrentFlank); + if(DebugUI.LogBattleEvents) + BoltLog.Info("Simulating action {0} for unit {1} on flank {2}", action.ActionType, action.Unit, action.Unit.CurrentFlank); if(action.ActionType == UnitActionType.RevealSelf) { @@ -400,7 +401,8 @@ namespace GWConquest if(!Check(chance)) return; - BoltLog.Info("Revealing unit {0} from unit {1}", target, action.Unit); + if(DebugUI.LogBattleEvents) + BoltLog.Info("Revealing unit {0} from unit {1}", target, action.Unit); target.IncreaseRevealLevel(); @@ -411,7 +413,8 @@ namespace GWConquest if(!Check(GameManager.Instance.RevealChanceSelf)) return; - BoltLog.Info("Revealing unit {0} by itself", action.Unit); + if(DebugUI.LogBattleEvents) + BoltLog.Info("Revealing unit {0} by itself", action.Unit); action.Unit.IncreaseRevealLevel(); } @@ -434,7 +437,8 @@ namespace GWConquest if(damage < 0) damage = 0; - BoltLog.Info("Dealing {0} HP damage (armour modifier: {1}) to unit {2} from unit {3}", damage, modifier, target, action.Unit); + if(DebugUI.LogBattleEvents) + BoltLog.Info("Dealing {0} HP damage (armour modifier: {1}) to unit {2} from unit {3}", damage, modifier, target, action.Unit); bool isGlancingHit = damage == 0 || modifier < 1f; @@ -458,7 +462,8 @@ namespace GWConquest { if(Check(GameManager.Instance.RevealChanceAttack)) { - BoltLog.Info("Revealing unit {0} as it attacked unit {1}", action.Unit, target); + if(DebugUI.LogBattleEvents) + BoltLog.Info("Revealing unit {0} as it attacked unit {1}", action.Unit, target); action.Unit.IncreaseRevealLevel(); } } diff --git a/Assets/GWConquest/Scripts/DistrictFactory.cs b/Assets/GWConquest/Scripts/DistrictFactory.cs index 1f599cc..6d7e0fa 100644 --- a/Assets/GWConquest/Scripts/DistrictFactory.cs +++ b/Assets/GWConquest/Scripts/DistrictFactory.cs @@ -117,7 +117,7 @@ namespace GWConquest { State.ProductionQueue[0].TimeProduced += BoltNetwork.FrameDeltaTime; UnitClass uc = GetProductionQueueEntry(0); - if (GetProductionTime(0) >= uc.BuildTime) + if (DebugUI.FreeBuild || GetProductionTime(0) >= uc.BuildTime) { Zone zone = GetComponent(); if(zone != null) diff --git a/Assets/GWConquest/Scripts/Formation.cs b/Assets/GWConquest/Scripts/Formation.cs index 8718c89..aac174f 100644 --- a/Assets/GWConquest/Scripts/Formation.cs +++ b/Assets/GWConquest/Scripts/Formation.cs @@ -744,7 +744,8 @@ namespace GWConquest { if(Morale > 0) { - BoltLog.Info("Formation {0} took {1} points of morale damage", this, moraleDamage); + if(DebugUI.LogBattleEvents) + BoltLog.Info("Formation {0} took {1} points of morale damage", this, moraleDamage); Morale -= moraleDamage; if(Morale <= 0) diff --git a/Assets/GWConquest/Scripts/UI/BattleArmyPanel.cs b/Assets/GWConquest/Scripts/UI/BattleArmyPanel.cs index c5ff04a..f9967d7 100644 --- a/Assets/GWConquest/Scripts/UI/BattleArmyPanel.cs +++ b/Assets/GWConquest/Scripts/UI/BattleArmyPanel.cs @@ -135,7 +135,8 @@ namespace GWConquest { SelectedUnitIcon.GetComponent().SetBool("Selected", false); } - if(icon != null && icon.Unit != null && (icon.Unit.Player == Player.CurrentPlayer || icon.Unit.RevealState == RevealState.Visible)) + if(icon != null && icon.Unit != null && + (DebugUI.ShowHiddenUnits || icon.Unit.Player == Player.CurrentPlayer || icon.Unit.RevealState == RevealState.Visible)) { SelectedUnit = icon.Unit; SelectedUnitIcon = icon; diff --git a/Assets/GWConquest/Scripts/UI/BattleFormationUI.cs b/Assets/GWConquest/Scripts/UI/BattleFormationUI.cs index d643335..de20c28 100644 --- a/Assets/GWConquest/Scripts/UI/BattleFormationUI.cs +++ b/Assets/GWConquest/Scripts/UI/BattleFormationUI.cs @@ -53,7 +53,8 @@ namespace GWConquest { public IEnumerable GetShownUnits() { - return Formation.Units.Where(u => u.IsInReserve && u != Formation.HeroUnit && !u.DeathAnimPlayed && (u.Player == Player.CurrentPlayer || u.RevealState != RevealState.FullHidden)); + return Formation.Units.Where(u => u.IsInReserve && u != Formation.HeroUnit && !u.DeathAnimPlayed && + (DebugUI.ShowHiddenUnits || u.Player == Player.CurrentPlayer || u.RevealState != RevealState.FullHidden)); } public void UpdateUnitIcons() diff --git a/Assets/GWConquest/Scripts/UI/BattleUnitIcon.cs b/Assets/GWConquest/Scripts/UI/BattleUnitIcon.cs index 65cb81a..9d45254 100644 --- a/Assets/GWConquest/Scripts/UI/BattleUnitIcon.cs +++ b/Assets/GWConquest/Scripts/UI/BattleUnitIcon.cs @@ -44,7 +44,8 @@ namespace GWConquest { private Animator Animator; public bool IsHidden { - get => Unit != null && Unit.Player != Player.CurrentPlayer && Unit.RevealState == RevealState.FullHidden; + get => !DebugUI.ShowHiddenUnits && + Unit != null && Unit.Player != Player.CurrentPlayer && Unit.RevealState == RevealState.FullHidden; } public static int Compare(Unit a, Unit b) @@ -83,7 +84,7 @@ namespace GWConquest { Unit.CurrentIcon = this; IconImage.sprite = Unit.Class.Sprite; - if(Unit.Player != Player.CurrentPlayer && Unit.RevealState == RevealState.ClassHidden) + if(!DebugUI.ShowHiddenUnits && Unit.Player != Player.CurrentPlayer && Unit.RevealState == RevealState.ClassHidden) { GetComponent().SetBool("Hidden", true); isRevealed = false; @@ -308,7 +309,7 @@ namespace GWConquest { public override bool OnDragFinished() { - if(Unit != null) + if(Unit != null && (Unit.Player == Player.CurrentPlayer || DebugUI.MoveEnemyUnits)) { var armyPanel = GetComponentInParent(); var flankUI = GetComponentInParent(); @@ -346,7 +347,8 @@ namespace GWConquest { public override bool CanDrag() { - return IsDraggable && Unit != null && !Unit.IsDead && !Unit.IsDemoralized && !IsHidden; + return IsDraggable && Unit != null && !Unit.IsDead && !Unit.IsDemoralized && !IsHidden && + (Unit.Player == Player.CurrentPlayer || DebugUI.MoveEnemyUnits); } public void FlipIcon() diff --git a/Assets/GWConquest/Scripts/UI/DebugUI.cs b/Assets/GWConquest/Scripts/UI/DebugUI.cs index 5d02dd9..64f5d26 100644 --- a/Assets/GWConquest/Scripts/UI/DebugUI.cs +++ b/Assets/GWConquest/Scripts/UI/DebugUI.cs @@ -7,11 +7,22 @@ namespace GWConquest { public class DebugUI : MonoBehaviour { + public static bool LogBattleEvents = false; + public static bool ShowHiddenUnits = false; + public static bool MoveEnemyUnits = false; + public static bool FreeBuild = false; + + public InputField UnitNameText; public InputField AmountText; public InputField PlanetText; public InputField PlayerText; + public Toggle LogBattleEventsToggle; + public Toggle ShowHiddenUnitsToggle; + public Toggle MoveEnemyUnitsToggle; + public Toggle FreeBuildToggle; + public void ClickSpawnButton() { @@ -41,6 +52,27 @@ namespace GWConquest } } + + void Start() + { + UpdateFlags(); + } + + /*void OnEnable() + { + LogBattleEventsToggle.isOn = LogBattleEvents; + ShowHiddenUnitsToggle.isOn = ShowHiddenUnits; + MoveEnemyUnitsToggle.isOn = MoveEnemyUnits; + FreeBuildToggle.isOn = FreeBuild; + }*/ + + public void UpdateFlags() + { + LogBattleEvents = LogBattleEventsToggle.isOn; + ShowHiddenUnits = ShowHiddenUnitsToggle.isOn; + MoveEnemyUnits = MoveEnemyUnitsToggle.isOn; + FreeBuild = FreeBuildToggle.isOn; + } } } diff --git a/Assets/GWConquest/Scripts/Unit.cs b/Assets/GWConquest/Scripts/Unit.cs index 0a65a26..e165fd3 100644 --- a/Assets/GWConquest/Scripts/Unit.cs +++ b/Assets/GWConquest/Scripts/Unit.cs @@ -422,7 +422,8 @@ namespace GWConquest { if(Morale > 0 && !IsDead) { - BoltLog.Info("Unit {0} took {1} points of morale damage", this, moraleDamage); + if(DebugUI.LogBattleEvents) + BoltLog.Info("Unit {0} took {1} points of morale damage", this, moraleDamage); Morale -= moraleDamage; if(Morale <= 0) {