Class PlaytestPanel
- Namespace
- SurvivorsMaker.Presentation
- Assembly
- SurvivorsMaker.Presentation.dll
In-game playtest panel: give weapons, items, currency and levels, skip to a wave, invulnerability, spawn enemies, end the wave, game speed and single-stepping, and the DPS meter switch. Opened with PlaytestKey (F2) or the corner button. Commands go through Cheat(string, Func<IPlaytestCommands, RunResult>) (IPlaytestCommands); the panel shows "CHEATS USED" once one succeeded. Editor and Development Builds only (see the stripping rule at the top of this file).
public sealed class PlaytestPanel : MonoBehaviour
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourPlaytestPanel
- Inherited Members
-
MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.useGUILayoutMonoBehaviour.didStartMonoBehaviour.didAwakeMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.GetComponent<T>()Component.TryGetComponent<T>(out T)Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentInParent<T>()Component.GetComponentsInParent<T>()Component.GetComponents<T>()Component.GetComponentIndex()Component.CompareTag(TagHandle)Component.transformComponent.transformHandleComponent.gameObjectComponent.tagObject.GetEntityId()Object.GetInstanceID()Object.GetHashCode()Object.InstantiateAsync<T>(T)Object.InstantiateAsync<T>(T, Transform)Object.InstantiateAsync<T>(T, Vector3, Quaternion)Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Scene)Object.Instantiate<T>(T, InstantiateParameters)Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Constructors
PlaytestPanel()
public PlaytestPanel()
Properties
Compiled
True when this build contains the panel (Editor or Development Build, not opted out).
public static bool Compiled { get; }
Property Value
Open
public bool Open { get; set; }
Property Value
Supported
True when the panel runs here: compiled in and a debug build (always in the Editor).
public static bool Supported { get; }
Property Value
Methods
Create(GameUiRoot)
Adds the panel under ui's canvas; null when not Supported.
public static PlaytestPanel Create(GameUiRoot ui)
Parameters
uiGameUiRoot
Returns
Refresh()
Updates labels, the badge and which commands fit the current phase.
public void Refresh()