Files
skelly/scenes/game/gameplays/Match3DebugMenu.gd

47 lines
1.4 KiB
GDScript

extends DebugMenuBase
func _ready():
# Set specific configuration for Match3DebugMenu
log_category = "Match3"
target_script_path = "res://scenes/game/gameplays/match3_gameplay.gd"
# Call parent's _ready
super._ready()
DebugManager.log_debug("Match3DebugMenu _ready() completed", log_category)
# Initialize with current debug state if enabled
var current_debug_state = DebugManager.is_debug_enabled()
if current_debug_state:
_on_debug_toggled(true)
func _find_target_scene():
# Debug menu is now: Match3 -> UILayer -> Match3DebugMenu
# So we need to go up two levels: get_parent() = UILayer, get_parent().get_parent() = Match3
var ui_layer = get_parent()
if ui_layer and ui_layer is CanvasLayer:
var potential_match3 = ui_layer.get_parent()
if potential_match3 and potential_match3.get_script():
var script_path = potential_match3.get_script().resource_path
if script_path == target_script_path:
match3_scene = potential_match3
DebugManager.log_debug(
(
"Found match3 scene: "
+ match3_scene.name
+ " at path: "
+ str(match3_scene.get_path())
),
log_category
)
_update_ui_from_scene()
_stop_search_timer()
return
# If we couldn't find it, clear the reference and continue searching
match3_scene = null
DebugManager.log_error("Could not find match3_gameplay scene", log_category)
_start_search_timer()