// // ©2015 - 2025 Candy Smith // // All rights reserved // // Redistribution of this software is strictly not allowed. // // Copy of this software can be obtained from unity asset store only. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // // FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE // // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // // THE SOFTWARE. using UnityEngine; using UnityEngine.InputSystem; using WordsToolkit.Scripts.Levels; namespace WordsToolkit.Scripts.Settings { public class DebugSettings : SettingsBase { [Header("Debug hotkeys")] public bool enableHotkeys = true; [Tooltip("press to win")] public Key Win = Key.W; [Tooltip("press to lose")] public Key Lose = Key.L; [Tooltip("android's back button")] public Key Back = Key.Escape; [Tooltip("press to restart level")] public Key Restart = Key.R; [Tooltip("press to simulate duplicate word")] public Key SimulateDuplicate = Key.D; [Header("")] [Tooltip("Test language code, only for editor (e.g., 'en', 'fr', 'es')")] [HideInInspector] // Hidden because we use custom editor dropdown public string TestLanguageCode = "en"; /// /// Validates if the TestLanguageCode exists in the provided LanguageConfiguration /// public bool IsValidTestLanguage(LanguageConfiguration config) { if (config == null || string.IsNullOrEmpty(TestLanguageCode)) return false; return config.GetLanguageInfo(TestLanguageCode) != null; } /// /// Gets a valid test language code, falling back to default if current one is invalid /// public string GetValidTestLanguageCode(LanguageConfiguration config) { if (IsValidTestLanguage(config)) return TestLanguageCode; return config?.defaultLanguage ?? "en"; } } }