class_name DebugMenuBase extends Control @onready var regenerate_button: Button = $VBoxContainer/RegenerateButton @onready var gem_types_spinbox: SpinBox = $VBoxContainer/GemTypesContainer/GemTypesSpinBox @onready var gem_types_label: Label = $VBoxContainer/GemTypesContainer/GemTypesLabel @onready var grid_width_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthSpinBox @onready var grid_height_spinbox: SpinBox = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightSpinBox @onready var grid_width_label: Label = $VBoxContainer/GridSizeContainer/GridWidthContainer/GridWidthLabel @onready var grid_height_label: Label = $VBoxContainer/GridSizeContainer/GridHeightContainer/GridHeightLabel @export var target_script_path: String = "res://scenes/game/gameplays/match3_gameplay.gd" @export var log_category: String = "DebugMenu" var match3_scene: Node2D var search_timer: Timer func _exit_tree(): if search_timer: search_timer.queue_free() func _ready(): DebugManager.log_debug("DebugMenuBase _ready() called", log_category) DebugManager.debug_toggled.connect(_on_debug_toggled) # Initialize with current debug state var current_debug_state = DebugManager.is_debug_enabled() visible = current_debug_state # Connect signals regenerate_button.pressed.connect(_on_regenerate_pressed) gem_types_spinbox.value_changed.connect(_on_gem_types_changed) grid_width_spinbox.value_changed.connect(_on_grid_width_changed) grid_height_spinbox.value_changed.connect(_on_grid_height_changed) # Initialize spinbox values with validation _initialize_spinboxes() # Set up scene finding _setup_scene_finding() # Start searching for target scene _find_target_scene() func _initialize_spinboxes(): # Initialize gem types spinbox gem_types_spinbox.min_value = 3 gem_types_spinbox.max_value = 8 gem_types_spinbox.step = 1 gem_types_spinbox.value = 5 # Default value # Initialize grid size spinboxes grid_width_spinbox.min_value = 4 grid_width_spinbox.max_value = 12 grid_width_spinbox.step = 1 grid_width_spinbox.value = 8 # Default value grid_height_spinbox.min_value = 4 grid_height_spinbox.max_value = 12 grid_height_spinbox.step = 1 grid_height_spinbox.value = 8 # Default value func _setup_scene_finding(): # Create timer for periodic scene search search_timer = Timer.new() search_timer.wait_time = 0.1 search_timer.timeout.connect(_find_target_scene) add_child(search_timer) # Virtual method - override in derived classes for specific finding logic func _find_target_scene(): DebugManager.log_error("_find_target_scene() not implemented in derived class", log_category) func _find_node_by_script(node: Node, script_path: String) -> Node: # Helper function to find node by its script path if not node: return null if node.get_script(): var node_script = node.get_script() if node_script.resource_path == script_path: return node for child in node.get_children(): var result = _find_node_by_script(child, script_path) if result: return result return null func _update_ui_from_scene(): if not match3_scene: return # Update gem types display if match3_scene.has_method("get") and "TILE_TYPES" in match3_scene: gem_types_spinbox.value = match3_scene.TILE_TYPES gem_types_label.text = "Gem Types: " + str(match3_scene.TILE_TYPES) # Update grid size display if "GRID_SIZE" in match3_scene: var grid_size = match3_scene.GRID_SIZE grid_width_spinbox.value = grid_size.x grid_height_spinbox.value = grid_size.y grid_width_label.text = "Width: " + str(grid_size.x) grid_height_label.text = "Height: " + str(grid_size.y) func _stop_search_timer(): if search_timer and search_timer.timeout.is_connected(_find_target_scene): search_timer.stop() func _start_search_timer(): if search_timer and not search_timer.timeout.is_connected(_find_target_scene): search_timer.timeout.connect(_find_target_scene) search_timer.start() func _on_debug_toggled(enabled: bool): DebugManager.log_debug("Debug toggled to " + str(enabled), log_category) visible = enabled if enabled: # Always refresh scene reference when debug menu opens if not match3_scene: _find_target_scene() _update_ui_from_scene() func _on_regenerate_pressed(): if not match3_scene: _find_target_scene() if not match3_scene: DebugManager.log_error("Could not find target scene for regeneration", log_category) return if match3_scene.has_method("regenerate_grid"): DebugManager.log_debug("Calling regenerate_grid()", log_category) await match3_scene.regenerate_grid() else: DebugManager.log_error("Target scene does not have regenerate_grid method", log_category) func _on_gem_types_changed(value: float): if not match3_scene: _find_target_scene() if not match3_scene: DebugManager.log_error("Could not find target scene for gem types change", log_category) return var new_value = int(value) # Input validation if new_value < gem_types_spinbox.min_value or new_value > gem_types_spinbox.max_value: DebugManager.log_error("Invalid gem types value: %d (range: %d-%d)" % [new_value, gem_types_spinbox.min_value, gem_types_spinbox.max_value], log_category) return if match3_scene.has_method("set_tile_types"): DebugManager.log_debug("Setting tile types to " + str(new_value), log_category) await match3_scene.set_tile_types(new_value) gem_types_label.text = "Gem Types: " + str(new_value) else: DebugManager.log_error("Target scene does not have set_tile_types method", log_category) # Fallback: try to set TILE_TYPES directly if "TILE_TYPES" in match3_scene: match3_scene.TILE_TYPES = new_value gem_types_label.text = "Gem Types: " + str(new_value) func _on_grid_width_changed(value: float): if not match3_scene: _find_target_scene() if not match3_scene: DebugManager.log_error("Could not find target scene for grid width change", log_category) return var new_width = int(value) # Input validation if new_width < grid_width_spinbox.min_value or new_width > grid_width_spinbox.max_value: DebugManager.log_error("Invalid grid width value: %d (range: %d-%d)" % [new_width, grid_width_spinbox.min_value, grid_width_spinbox.max_value], log_category) return grid_width_label.text = "Width: " + str(new_width) # Get current height var current_height = int(grid_height_spinbox.value) if match3_scene.has_method("set_grid_size"): DebugManager.log_debug("Setting grid size to " + str(new_width) + "x" + str(current_height), log_category) await match3_scene.set_grid_size(Vector2i(new_width, current_height)) else: DebugManager.log_error("Target scene does not have set_grid_size method", log_category) func _on_grid_height_changed(value: float): if not match3_scene: _find_target_scene() if not match3_scene: DebugManager.log_error("Could not find target scene for grid height change", log_category) return var new_height = int(value) # Input validation if new_height < grid_height_spinbox.min_value or new_height > grid_height_spinbox.max_value: DebugManager.log_error("Invalid grid height value: %d (range: %d-%d)" % [new_height, grid_height_spinbox.min_value, grid_height_spinbox.max_value], log_category) return grid_height_label.text = "Height: " + str(new_height) # Get current width var current_width = int(grid_width_spinbox.value) if match3_scene.has_method("set_grid_size"): DebugManager.log_debug("Setting grid size to " + str(current_width) + "x" + str(new_height), log_category) await match3_scene.set_grid_size(Vector2i(current_width, new_height)) else: DebugManager.log_error("Target scene does not have set_grid_size method", log_category)