using Fie.Core; using Fie.Manager; using Fie.Scene; using GameDataEditor; using System.Collections.Generic; using UnityEngine; namespace Fie.DebugUtility { public class FieDebugGameSceneBoot : MonoBehaviour { [Range(1f, 3f)] [SerializeField] private int playerNum = 1; [SerializeField] private List<FieGameCharacter> _debugCharacters = new List<FieGameCharacter>(); [SerializeField] private List<FieGameCharacter.IntelligenceType> _debugCharactersIntelligenceTypes = new List<FieGameCharacter.IntelligenceType>(); [SerializeField] private List<string> _debugCharactersNames = new List<string>(); [SerializeField] private List<FieConstValues.FieSkill> _debugSkills = new List<FieConstValues.FieSkill>(); private void Awake() { if (!FieBootstrap.isBootedFromBootStrap && _debugCharacters.Count == _debugCharactersIntelligenceTypes.Count && _debugCharactersIntelligenceTypes.Count == _debugCharactersNames.Count && _debugCharacters.Count == _debugCharactersNames.Count) { PhotonNetwork.offlineMode = true; PhotonNetwork.InstantiateInRoomOnly = false; FieManagerFactory.I.currentSceneType = FieSceneType.INGAME; FieManagerBehaviour<FieSceneManager>.I.StartUp(); FieManagerBehaviour<FieSaveManager>.I.StartUp(); FieManagerBehaviour<FieFaderManager>.I.StartUp(); FieManagerBehaviour<FieEnvironmentManager>.I.StartUp(); FieManagerBehaviour<FieUserManager>.I.nowPlayerNum = playerNum; FieManagerBehaviour<FieUserManager>.I.StartUp(); List<GDESkillTreeData> list = FieMasterData<GDESkillTreeData>.FindMasterDataList(delegate (GDESkillTreeData data) { return _debugSkills.Contains((FieConstValues.FieSkill)data.ID); }); for (int i = 0; i < playerNum; i++) { _debugCharacters[i].intelligenceType = _debugCharactersIntelligenceTypes[i]; if (list != null && list.Count > 0) { FieSaveManager.debugSkills = list; } FieManagerBehaviour<FieUserManager>.I.SetUserName(i, _debugCharactersNames[i]); FieManagerBehaviour<FieUserManager>.I.SetUserCharacterPrefab(i, _debugCharacters[i]); } } } private void Start() { FieManagerBehaviour<FieInGameStateManager>.I.StartUp(); } } }