(Feat) Add Build
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@@ -4,12 +4,15 @@ using Ashwild.Inventory;
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namespace Ashwild.Player
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{
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/// <summary>
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/// Held-item logic for the build hammer, placed on its hand prefab. It turns the single
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/// right-click into two gestures without any extra keybind: a quick <b>tap</b> opens/closes the
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/// construction menu through the bus, while <b>holding</b> right-click past a short threshold puts
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/// the hammer into demolition mode for as long as it is held (releasing leaves it). The hammer
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/// stays a pure input source — it only raises bus requests; BuildManager owns the menu and the
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/// world-facing targeting/destroy, so this never reaches for either.
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/// Held-item logic for the build hammer, placed on its hand prefab. It is the single arbiter of the
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/// right-click gesture in a build context, so the menu can never fight a placement over the same
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/// click. One right-click is a <b>tap</b>, resolved on release as a clean build-mode toggle: while
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/// placing a ghost it cancels the placement (back to idle, no menu), otherwise it opens/closes the
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/// construction menu. <b>Holding</b> right-click past a short threshold instead enters demolition
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/// mode for as long as it is held. The tap is gated only by hard UI locks (dead, inventory, chest,
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/// pause) — not by the build menu being open (so a tap closes it) nor by a placement being active
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/// (so a tap cancels it). The hammer stays a pure input source: it only raises bus requests;
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/// BuildManager owns the menu and the world-facing targeting/destroy, so this never reaches for either.
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/// </summary>
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[DisallowMultipleComponent]
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public class BuildHammerBehaviour : MonoBehaviour, IHeldItemBehaviour
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@@ -109,16 +112,18 @@ namespace Ashwild.Player
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#region Event Handlers
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/// <summary>
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/// The single right-click gesture, split by press and release: a press is tracked (unless
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/// input is locked or a ghost is being placed, where right-click means "cancel" and is left to
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/// BuildManager); its release either ends demolition mode (if the hold engaged it) or, for a
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/// quick tap, toggles the construction menu under the cooldown.
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/// The single right-click gesture, split by press and release. A press is tracked unless a hard
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/// UI lock is up; the build menu being open or a placement being active do NOT block it, because
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/// this gesture is what drives those states. The release resolves the gesture in priority order:
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/// a hold that engaged demolition leaves demolition; a tap while placing a ghost cancels it
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/// (the single arbiter — BuildManager no longer listens to the raw click, so the menu can't
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/// reopen on the same click); otherwise a tap toggles the construction menu.
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/// </summary>
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private void HandleSecondaryUse(bool held)
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{
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if (held)
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{
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if (PlayerEvents.InputLocked || PlayerEvents.IsPlacingBuild) return;
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if (HardLocked) return;
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secondaryDown = true;
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secondaryDownTime = Time.time;
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return;
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@@ -127,14 +132,24 @@ namespace Ashwild.Player
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if (!secondaryDown) return;
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secondaryDown = false;
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if (demoActive) ExitDemolition();
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else ToggleMenu();
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if (demoActive) { ExitDemolition(); return; }
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if (PlayerEvents.IsPlacingBuild) { PlayerEvents.RaiseBuildCancelRequested(); return; }
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ToggleMenu();
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}
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#endregion
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#region Internal Helpers
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/// <summary>
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/// A hard UI lock (dead, inventory, chest, pause) where right-click must do nothing. Unlike the
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/// bus's InputLocked, it deliberately ignores the build menu being open and a placement being
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/// active — both are build states this gesture is meant to drive (close the menu, cancel the
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/// placement), not locks that should swallow the click.
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/// </summary>
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private static bool HardLocked =>
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PlayerEvents.IsDead || PlayerEvents.IsInventoryOpen || PlayerEvents.IsChestOpen || PlayerEvents.IsPaused;
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/// <summary>
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/// Requests the construction menu to open/close, gated by the toggle cooldown.
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/// </summary>
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