using System.Collections.Generic; #if UNITY_EDITOR using UnityEditor; using UnityEditor.SceneManagement; #endif using UnityEngine; using Watermelon.LevelSystem; using Watermelon.SquadShooter; namespace Watermelon { public static class ActionsMenu { #if UNITY_EDITOR [MenuItem("Actions/Next XP Lvl", priority = 36)] private static void GetNextLevel() { if (Application.isPlaying) { ExperienceController.SetLevelDev(ExperienceController.CurrentLevel + 1); } } [MenuItem("Actions/Set No XP", priority = 37)] private static void NoXP() { if (Application.isPlaying) { ExperienceController.SetLevelDev(1); } } [MenuItem("Actions/All Weapons", priority = 51)] private static void UnlockAllWeapons() { if (Application.isPlaying) { WeaponsController.UnlockAllWeaponsDev(); UIController.GetPage().UpdateUI(); } } [MenuItem("Actions/Prev Level (menu) [P]", priority = 71)] public static void PrevLevel() { LevelController.PrevLevelDev(); } [MenuItem("Actions/Next Level (menu) [N]", priority = 72)] public static void NextLevel() { LevelController.NextLevelDev(); } [MenuItem("Actions/Print Shorcuts", priority = 150)] private static void PrintShortcuts() { Debug.Log("H - heal player \nD - toggle player damage \nN - skip level\nR - skip room\n\n"); } #endif } }