BITFALL/Assets/Artists/Scripts/Editor/BITFALLDebuger.cs

62 lines
1.4 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Security;
using BITKit;
using BITKit.Entities;
using BITKit.Entities.Player;
using UnityEngine;
using UnityEngine.InputSystem;
namespace BITFALL.Editor
{
public class BITFALLDebuger : MonoBehaviour
{
[SerializeReference,SubclassSelector]
private IPlayerService playerService;
[SerializeReference, SubclassSelector] private IReference noclipEnv;
private void Update()
{
if (Keyboard.current.numpad0Key.wasPressedThisFrame)
{
playerService.LocalPlayer.Get<IHealth>().HealthPoint = 100;
}
if (Keyboard.current.numpad1Key.wasPressedThisFrame)
{
playerService.LocalPlayer.Get<IHealth>().HealthPoint = -1;
}
if (Keyboard.current.numpad2Key.wasPressedThisFrame)
{
playerService.LocalPlayer.Invoke(new DamageMessage()
{
Target = playerService.LocalPlayer,
Damage = 101,
});
}
if (Keyboard.current.numpadPlusKey.wasPressedThisFrame)
{
Time.timeScale = Mathf.Clamp(Time.timeScale + 0.2f, 0, 2);
Debug.Log(Time.timeScale);
}
if (Keyboard.current.numpadMinusKey.wasPressedThisFrame)
{
Time.timeScale = Mathf.Clamp(Time.timeScale - 0.2f, 0, 2);
Debug.Log(Time.timeScale);
}
if(Keyboard.current.slashKey.wasPressedThisFrame)
{
var noclip = Data.Get<bool>(noclipEnv.Value);
Data.Set(noclipEnv.Value, !noclip);
}
}
private void OnDestroy()
{
Time.timeScale = 1;
}
}
}