(Feat) Add Build
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@@ -1,5 +1,4 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Ashwild.Network;
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using Ashwild.Player;
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@@ -25,10 +24,6 @@ namespace Ashwild.UI
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[Tooltip("The pause menu panel opened by Escape.")]
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[SerializeField] private UIPanel pausePanel;
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[Header("Quit")]
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[Tooltip("Scene loaded when leaving the session back to the main menu.")]
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[SerializeField] private string menuSceneName = "MenuScene";
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#endregion
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#region State
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@@ -45,18 +40,16 @@ namespace Ashwild.UI
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private UIPanel buildPanel;
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/// <summary>
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/// True while a panel that pauses the world is open — i.e. anything but the inventory, the
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/// construction menu or the chest, all local windows the world keeps running under.
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/// True while a panel that pauses the world is open — i.e. anything but the inventory (which a
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/// chest reuses) or the construction menu, both local windows the world keeps running under.
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/// </summary>
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public bool IsPaused => Current != null
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&& Current.Kind != PanelKind.Inventory
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&& Current.Kind != PanelKind.Build
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&& Current.Kind != PanelKind.Chest;
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&& Current.Kind != PanelKind.Build;
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// Last bus values pushed, so we only fire on real transitions.
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private bool lastPaused;
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private bool lastInventoryOpen;
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private bool lastChestOpen;
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private bool lastBuildOpen;
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#endregion
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@@ -92,11 +85,6 @@ namespace Ashwild.UI
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lastInventoryOpen = false;
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PlayerEvents.RaiseInventoryOpenChanged(false);
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}
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if (lastChestOpen)
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{
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lastChestOpen = false;
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PlayerEvents.RaiseChestOpenChanged(false);
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}
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if (lastBuildOpen)
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{
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lastBuildOpen = false;
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@@ -119,7 +107,18 @@ namespace Ashwild.UI
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#region Escape Policy
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/// <summary>
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/// Escape: close whatever is open (inventory or sub-panel), otherwise open the pause menu.
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/// Escape, from the most local context outward: close whatever panel is open (inventory or
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/// sub-panel), else back out of an in-world build placement, else open the pause menu.
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///
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/// The placement step matters because a ghost being positioned is a mode with no panel behind it:
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/// the construction menu closes as soon as a card is picked, so HasOpenPanel is already false and
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/// Escape used to fall straight through to the pause menu — leaving the player still holding a
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/// ghost. It is routed through BuildCancelRequested rather than reaching for BuildManager, so
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/// ending a placement stays the bus contract the hammer's right-click tap already uses.
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///
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/// Demolition mode is deliberately not handled here: it lasts only while right-click is held, so
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/// it ends on release, and cancelling it from the outside would leave the hammer thinking it is
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/// still held.
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/// </summary>
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protected override void OnEscape()
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{
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@@ -132,6 +131,12 @@ namespace Ashwild.UI
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return;
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}
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if (PlayerEvents.IsPlacingBuild)
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{
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PlayerEvents.RaiseBuildCancelRequested();
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return;
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}
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OpenPause();
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}
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@@ -172,19 +177,19 @@ namespace Ashwild.UI
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/// <summary>
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/// Leaves the session and returns to the main menu scene behind the loading curtain. The
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/// transition is owned by the persistent NetworkSessionManager (it survives the scene swap,
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/// this manager does not); falls back to a direct, uncovered load only if it is missing.
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/// transition — and the menu scene name — is owned by the persistent NetworkSessionManager (it
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/// survives the scene swap and is the single source of truth for scene names; this manager does
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/// neither). Logs and no-ops if it is somehow missing rather than tearing down uncovered.
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/// </summary>
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public void QuitToMenu()
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{
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if (NetworkSessionManager.Instance != null)
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if (NetworkSessionManager.Instance == null)
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{
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NetworkSessionManager.Instance.ReturnToMenu(menuSceneName);
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Debug.LogError("[GameUIManager] NetworkSessionManager missing — cannot return to menu.", this);
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return;
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}
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Debug.LogWarning("[GameUIManager] NetworkSessionManager missing — loading menu directly without the loading curtain.", this);
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SceneManager.LoadScene(menuSceneName);
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NetworkSessionManager.Instance.ReturnToMenu();
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}
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#endregion
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@@ -204,9 +209,9 @@ namespace Ashwild.UI
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return;
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}
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// Don't open the inventory on top of the pause menu, the construction menu or a chest.
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// Don't open the inventory on top of the pause menu or the construction menu.
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if (IsPaused) return;
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if (Current != null && (Current.Kind == PanelKind.Build || Current.Kind == PanelKind.Chest)) return;
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if (Current != null && Current.Kind == PanelKind.Build) return;
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if (inventoryPanel != null)
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OpenPanel(inventoryPanel);
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@@ -228,7 +233,7 @@ namespace Ashwild.UI
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}
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if (IsPaused) return;
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if (Current != null && (Current.Kind == PanelKind.Inventory || Current.Kind == PanelKind.Chest)) return;
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if (Current != null && Current.Kind == PanelKind.Inventory) return;
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if (buildPanel != null)
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OpenPanel(buildPanel);
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@@ -260,19 +265,20 @@ namespace Ashwild.UI
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/// <summary>
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/// Drives the side effects of the open panel: cursor for any panel, world freeze + GamePaused
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/// for pausing panels, and the InventoryOpenChanged / ChestOpenChanged / BuildMenuOpenChanged
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/// bus states for the three local windows. The inventory, the chest and the construction menu
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/// are windows the world keeps running under, so only "real" menus pause. All four bus states
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/// feed PlayerEvents.InputLocked, so player control is cut whenever a panel is open.
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/// for pausing panels, and the InventoryOpenChanged / BuildMenuOpenChanged bus states for the
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/// two local windows. The inventory (which a chest reuses) and the construction menu are windows
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/// the world keeps running under, so only "real" menus pause. The ChestOpenChanged sub-state is
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/// owned by the inventory window itself, since a chest is just the inventory panel in chest mode.
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/// All these bus states feed PlayerEvents.InputLocked, so player control is cut whenever a panel
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/// is open.
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/// </summary>
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private void ApplyUIState(bool force = false)
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{
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UIPanel cur = Current;
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bool anyOpen = cur != null;
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bool inventory = anyOpen && cur.Kind == PanelKind.Inventory;
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bool chest = anyOpen && cur.Kind == PanelKind.Chest;
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bool build = anyOpen && cur.Kind == PanelKind.Build;
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bool paused = anyOpen && !inventory && !chest && !build;
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bool paused = anyOpen && !inventory && !build;
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Cursor.lockState = anyOpen ? CursorLockMode.None : CursorLockMode.Locked;
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Cursor.visible = anyOpen;
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@@ -287,11 +293,6 @@ namespace Ashwild.UI
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lastInventoryOpen = inventory;
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PlayerEvents.RaiseInventoryOpenChanged(inventory);
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}
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if (force || chest != lastChestOpen)
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{
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lastChestOpen = chest;
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PlayerEvents.RaiseChestOpenChanged(chest);
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}
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if (force || build != lastBuildOpen)
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{
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lastBuildOpen = build;
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