Merge branch 'feat/building' into feat/craft-discovery
This commit is contained in:
@@ -62,6 +62,13 @@ namespace Ashwild.Building
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[Tooltip("Layers that block a build (structures, props, players). Must NOT include the ground.")]
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[SerializeField] private LayerMask obstructionMask;
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[Header("Demolition")]
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[Tooltip("Layers the demolition aim can hit to target a committed structure. Narrow this to the structures' layer so walls, roofs, etc. are the only demolishable hits.")]
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[SerializeField] private LayerMask buildMask = ~0;
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[Tooltip("Overlay material added on top of the aimed build while it is the demolition target (e.g. a translucent red 'about to break' pass). Should be a transparent/additive material since it draws over the model.")]
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[SerializeField] private Material demolitionMaterial;
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#endregion
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#region State
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@@ -95,10 +102,16 @@ namespace Ashwild.Building
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private float yaw;
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/// <summary>
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/// The local player's aim transform (camera), resolved when the ghost is attached.
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/// The local player's aim transform (camera), resolved lazily and shared by placement and
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/// demolition.
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/// </summary>
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private Transform aim;
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/// <summary>
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/// The committed build currently under the demolition aim, or null when none is targeted.
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/// </summary>
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private BuiltStructure demoTarget;
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/// <summary>
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/// Frame the ghost was attached, so a click landing that frame never confirms instantly.
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/// </summary>
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@@ -141,6 +154,8 @@ namespace Ashwild.Building
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PlayerEvents.AttackPressed += HandleConfirm;
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PlayerEvents.SecondaryUsePressed += HandleCancel;
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PlayerEvents.HotbarScroll += HandleRotate;
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PlayerEvents.BuildRotatePressed += HandleRotateKey;
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PlayerEvents.DemolishModeChanged += HandleDemolishModeChanged;
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}
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/// <summary>
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@@ -152,16 +167,27 @@ namespace Ashwild.Building
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PlayerEvents.AttackPressed -= HandleConfirm;
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PlayerEvents.SecondaryUsePressed -= HandleCancel;
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PlayerEvents.HotbarScroll -= HandleRotate;
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PlayerEvents.BuildRotatePressed -= HandleRotateKey;
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PlayerEvents.DemolishModeChanged -= HandleDemolishModeChanged;
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EndPlacement();
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ClearDemoTarget();
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}
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/// <summary>
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/// Drives the owned ghost along the aim each frame; frozen while input is locked (e.g. the
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/// menu was reopened over an active placement).
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/// Each frame, in exactly one mode: in demolition mode it tracks which build the player aims
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/// at; otherwise it drives the owned ghost along the aim. Both are frozen while input is locked
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/// (e.g. the menu reopened over a placement), and leaving demolition mode clears the target.
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/// </summary>
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private void Update()
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{
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if (PlayerEvents.IsDemolishing && !PlayerEvents.InputLocked)
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{
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UpdateDemolitionTarget();
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return;
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}
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ClearDemoTarget();
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if (ghost == null) return;
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if (PlayerEvents.InputLocked) return;
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@@ -268,9 +294,7 @@ namespace Ashwild.Building
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ghost = go;
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ghostValidity = go.GetComponentInChildren<BuildGhost>(true);
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ghostSnaps = go.GetComponentsInChildren<BuildSnapPoint>(true);
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aim = aimCamera != null ? aimCamera.transform : (Camera.main != null ? Camera.main.transform : null);
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if (aim == null)
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Debug.LogError("[BuildManager] Pas de caméra d'aim (Camera.main introuvable — la caméra du joueur est-elle taguée MainCamera ?).", this);
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ResolveAim();
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placementBeganFrame = Time.frameCount;
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UpdateGhostPose();
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@@ -278,11 +302,18 @@ namespace Ashwild.Building
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}
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/// <summary>
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/// Left-click: commits the ghost's pose to the registry (spawned for everyone) and ends the
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/// placement. Blocked on an invalid spot and on the very frame the ghost was attached.
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/// Left-click: demolishes the aimed build while in demolition mode, otherwise commits the
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/// ghost's pose to the registry (spawned for everyone) and ends the placement. Placement is
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/// blocked on an invalid spot and on the very frame the ghost was attached.
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/// </summary>
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private void HandleConfirm()
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{
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if (PlayerEvents.IsDemolishing)
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{
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TryDemolish();
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return;
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}
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if (ghost == null) return;
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if (PlayerEvents.InputLocked) return;
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if (Time.frameCount == placementBeganFrame) return;
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@@ -316,6 +347,18 @@ namespace Ashwild.Building
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else if (scroll < 0f) yaw -= rotationStep;
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}
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/// <summary>
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/// R key: yaws the ghost by one rotation step in the same direction as a scroll-up, so the
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/// build can be turned without the mouse wheel. Ignored when no ghost is being placed.
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/// </summary>
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private void HandleRotateKey()
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{
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if (ghost == null) return;
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if (PlayerEvents.InputLocked) return;
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yaw += rotationStep;
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}
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/// <summary>
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/// Poses the ghost each frame: quantise the aim hit to the grid with the current yaw, then
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/// let a nearby matching socket pull it into an exact connection (sockets win over the grid).
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@@ -410,6 +453,76 @@ namespace Ashwild.Building
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}
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}
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/// <summary>
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/// Resolves and caches the local player's aim transform — the assigned camera, else the
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/// runtime Camera.main (the FPS camera). Logs once when neither is found.
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/// </summary>
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private Transform ResolveAim()
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{
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if (aim != null) return aim;
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aim = aimCamera != null ? aimCamera.transform : (Camera.main != null ? Camera.main.transform : null);
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if (aim == null)
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Debug.LogError("[BuildManager] Pas de caméra d'aim (Camera.main introuvable — la caméra du joueur est-elle taguée MainCamera ?).", this);
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return aim;
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}
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#endregion
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#region Demolition
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/// <summary>
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/// Leaving demolition mode drops any current target so the crosshair returns to normal; entering
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/// it needs nothing here — Update starts tracking on the next frame.
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/// </summary>
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private void HandleDemolishModeChanged(bool on)
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{
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if (!on) ClearDemoTarget();
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}
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/// <summary>
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/// Casts the aim ray for a committed build and moves the demolition highlight when the target
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/// changes: the previous build removes its overlay and the new one gets the demolition material
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/// added on top, so exactly the aimed build reads as "about to break".
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/// </summary>
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private void UpdateDemolitionTarget()
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{
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Transform a = ResolveAim();
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if (a == null) { ClearDemoTarget(); return; }
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BuiltStructure hit = null;
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if (Physics.Raycast(a.position, a.forward, out RaycastHit info, placeRange, buildMask, QueryTriggerInteraction.Ignore))
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hit = info.collider.GetComponentInParent<BuiltStructure>();
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if (hit == demoTarget) return;
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if (demoTarget != null) demoTarget.ClearHighlight();
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demoTarget = hit;
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if (demoTarget != null) demoTarget.Highlight(demolitionMaterial);
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}
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/// <summary>
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/// Left-click while demolishing: asks the registry to remove the aimed build for everyone. The
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/// target stays until the next frame re-evaluates, so a miss simply retargets.
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/// </summary>
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private void TryDemolish()
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{
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if (demoTarget == null) return;
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if (BuildRegistry.Instance != null)
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BuildRegistry.Instance.RequestDemolish(demoTarget.gameObject);
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}
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/// <summary>
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/// Drops the current demolition target, restoring its authored materials. Safe to call when
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/// nothing is targeted.
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/// </summary>
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private void ClearDemoTarget()
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{
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if (demoTarget == null) return;
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demoTarget.ClearHighlight();
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demoTarget = null;
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}
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#endregion
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}
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}
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@@ -99,6 +99,43 @@ namespace Ashwild.Building
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#endregion
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#region Demolish Build
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/// <summary>
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/// Called by BuildManager when the local player demolishes a build they aimed at: resolves the
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/// hit instance to its index in the replicated list and asks the server to remove it. The index
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/// is a valid shared key because <see cref="spawned"/> stays aligned with <see cref="builds"/>
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/// on every machine. No-op when the object is not one of our committed builds.
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/// </summary>
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public void RequestDemolish(GameObject builtInstance)
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{
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if (builtInstance == null) return;
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int index = spawned.IndexOf(builtInstance);
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if (index < 0)
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{
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Debug.LogWarning($"[BuildRegistry] '{builtInstance.name}' is not a committed build — nothing to demolish.", this);
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return;
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}
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RequestDemolishServerRpc(index);
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}
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/// <summary>
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/// Server-side: removes the record at this index, which replicates the removal (and the local
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/// teardown + occupancy refresh) to every client. Range-guarded against a stale index from a
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/// build that another player demolished during the round-trip.
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/// </summary>
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[ServerRpc(RequireOwnership = false)]
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private void RequestDemolishServerRpc(int index, NetworkConnection conn = null)
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{
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if (index < 0 || index >= builds.Count) return;
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// TODO: refund the builder's resources (conn → PlayerInventory) once build cost lands.
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builds.RemoveAt(index);
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}
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#endregion
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#region Networked Ghost Preview
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/// <summary>
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@@ -187,6 +224,7 @@ namespace Ashwild.Building
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case SyncListOperation.RemoveAt:
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DestroyAt(index);
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spawned.RemoveAt(index);
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RecomputeOccupancy();
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break;
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case SyncListOperation.Clear:
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@@ -210,7 +248,10 @@ namespace Ashwild.Building
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Debug.LogWarning($"[BuildRegistry] Buildable id {record.buildableId} introuvable ou sans BuiltPrefab — rien de spawné.", this);
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return null;
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}
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return Instantiate(data.BuiltPrefab, record.position, record.rotation);
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GameObject go = Instantiate(data.BuiltPrefab, record.position, record.rotation);
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if (go.GetComponent<BuiltStructure>() == null) go.AddComponent<BuiltStructure>();
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return go;
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}
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/// <summary>
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@@ -246,6 +287,24 @@ namespace Ashwild.Building
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MarkOccupancy(go);
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}
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/// <summary>
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/// Recomputes occupancy from scratch after a removal: clears every socket, then re-marks the
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/// connected pairs across what remains. Without this a demolished piece would leave its former
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/// neighbours' sockets stuck "occupied", so nothing could ever be snapped back into the gap.
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/// </summary>
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private void RecomputeOccupancy()
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{
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foreach (GameObject go in spawned)
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{
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if (go == null) continue;
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foreach (BuildSnapPoint sp in go.GetComponentsInChildren<BuildSnapPoint>(true))
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sp.SetOccupied(false);
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}
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foreach (GameObject go in spawned)
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MarkOccupancy(go);
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}
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|
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/// <summary>
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/// Marks the sockets a piece shares a position with — and the matching sockets on the pieces
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/// it touches — as occupied, so placement snapping skips them. Occupancy is derived purely
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@@ -0,0 +1,91 @@
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using UnityEngine;
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namespace Ashwild.Building
|
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{
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/// <summary>
|
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/// Runtime marker added to every committed structure instance the BuildRegistry spawns, so the
|
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/// demolition aim can recognise a build from a raycast hit (GetComponentInParent) and hand its
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/// root back to the registry to remove. It also owns the demolition highlight: while it is the
|
||||
/// hammer's target the demolition material is added on top of every renderer (an extra overlay
|
||||
/// pass, like the ghost), and removed again when the aim leaves — so the player sees exactly which
|
||||
/// build will break. Pure local visual + a pure tag: nothing about it ever crosses the wire.
|
||||
/// </summary>
|
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[DisallowMultipleComponent]
|
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public class BuiltStructure : MonoBehaviour
|
||||
{
|
||||
#region State
|
||||
|
||||
/// <summary>
|
||||
/// Every child renderer, cached so the highlight can swap and restore their materials.
|
||||
/// </summary>
|
||||
private Renderer[] renderers;
|
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|
||||
/// <summary>
|
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/// Each renderer's original materials, kept so the swap is fully reversible.
|
||||
/// </summary>
|
||||
private Material[][] baseMaterials;
|
||||
|
||||
/// <summary>
|
||||
/// Whether the demolition material is currently applied, so swaps stay idempotent.
|
||||
/// </summary>
|
||||
private bool highlighted;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Unity Lifecycle
|
||||
|
||||
/// <summary>
|
||||
/// Caches every child renderer and its authored materials up front so highlighting is a cheap
|
||||
/// array assignment with no per-frame allocation of the base look.
|
||||
/// </summary>
|
||||
private void Awake()
|
||||
{
|
||||
renderers = GetComponentsInChildren<Renderer>(true);
|
||||
baseMaterials = new Material[renderers.Length][];
|
||||
for (int i = 0; i < renderers.Length; i++)
|
||||
baseMaterials[i] = renderers[i] != null ? renderers[i].sharedMaterials : new Material[0];
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Public API
|
||||
|
||||
/// <summary>
|
||||
/// Adds the demolition material on top of each renderer's authored materials (an extra draw
|
||||
/// pass), marking this build as the hammer's current target without hiding the model. Mirrors
|
||||
/// the ghost overlay. No-op when already highlighted or no material was provided.
|
||||
/// </summary>
|
||||
public void Highlight(Material demolitionMaterial)
|
||||
{
|
||||
if (highlighted || demolitionMaterial == null) return;
|
||||
highlighted = true;
|
||||
|
||||
for (int i = 0; i < renderers.Length; i++)
|
||||
{
|
||||
Renderer r = renderers[i];
|
||||
if (r == null) continue;
|
||||
|
||||
Material[] baseMats = baseMaterials[i];
|
||||
Material[] combined = new Material[baseMats.Length + 1];
|
||||
for (int j = 0; j < baseMats.Length; j++) combined[j] = baseMats[j];
|
||||
combined[baseMats.Length] = demolitionMaterial;
|
||||
|
||||
r.materials = combined;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Restores each renderer's authored materials. No-op when not highlighted.
|
||||
/// </summary>
|
||||
public void ClearHighlight()
|
||||
{
|
||||
if (!highlighted) return;
|
||||
highlighted = false;
|
||||
|
||||
for (int i = 0; i < renderers.Length; i++)
|
||||
if (renderers[i] != null) renderers[i].materials = baseMaterials[i];
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fe38331f524a7db4cb3d53381b9ea244
|
||||
@@ -25,6 +25,8 @@ namespace Ashwild.Player
|
||||
public static bool IsBuildMenuOpen { get; private set; }
|
||||
// True while a build ghost is being positioned in the world (menu closed, no structure placed yet).
|
||||
public static bool IsPlacingBuild { get; private set; }
|
||||
// True while the build hammer is in demolition mode (right-click held, menu closed, not placing).
|
||||
public static bool IsDemolishing { get; private set; }
|
||||
public static bool IsPaused { get; private set; }
|
||||
|
||||
// True when a networked session is live (host or client).
|
||||
@@ -52,11 +54,13 @@ namespace Ashwild.Player
|
||||
public static event Action CrouchPressed;
|
||||
public static event Action AttackPressed;
|
||||
public static event Action SecondaryUsePressed; // right-click / secondary use (build menu, aim, block, ...)
|
||||
public static event Action<bool> SecondaryUseHeld; // right-click pressed (true) / released (false) — for tap-vs-hold gestures
|
||||
public static event Action InteractPressed;
|
||||
public static event Action DropPressed;
|
||||
public static event Action InventoryTogglePressed;
|
||||
public static event Action<int> HotbarSlotPressed;
|
||||
public static event Action<float> HotbarScroll;
|
||||
public static event Action BuildRotatePressed; // rotate the build ghost one step (R key) while placing
|
||||
public static event Action CancelPressed; // UI "Cancel" (Escape) — back / pause / close
|
||||
|
||||
// ============================================================
|
||||
@@ -130,6 +134,7 @@ namespace Ashwild.Player
|
||||
public static event Action BuildMenuToggleRequested; // the build hammer asks to open/close the construction menu
|
||||
public static event Action<bool> BuildMenuOpenChanged; // the construction menu opened (true) or closed (false)
|
||||
public static event Action<bool> BuildPlacingChanged; // a build ghost started (true) / stopped (false) being positioned
|
||||
public static event Action<bool> DemolishModeChanged; // the hammer entered (true) / left (false) demolition mode (right-click held)
|
||||
|
||||
// ============================================================
|
||||
// Cooking events
|
||||
@@ -184,11 +189,13 @@ namespace Ashwild.Player
|
||||
public static void RaiseCrouchPressed() { Log(nameof(CrouchPressed)); CrouchPressed?.Invoke(); }
|
||||
public static void RaiseAttackPressed() { Log(nameof(AttackPressed)); AttackPressed?.Invoke(); }
|
||||
public static void RaiseSecondaryUsePressed() { Log(nameof(SecondaryUsePressed)); SecondaryUsePressed?.Invoke(); }
|
||||
public static void RaiseSecondaryUseHeld(bool held) { Log(nameof(SecondaryUseHeld)); SecondaryUseHeld?.Invoke(held); }
|
||||
public static void RaiseInteractPressed() { Log(nameof(InteractPressed)); InteractPressed?.Invoke(); }
|
||||
public static void RaiseDropPressed() { Log(nameof(DropPressed)); DropPressed?.Invoke(); }
|
||||
public static void RaiseInventoryTogglePressed() { Log(nameof(InventoryTogglePressed)); InventoryTogglePressed?.Invoke(); }
|
||||
public static void RaiseHotbarSlotPressed(int i) { Log(nameof(HotbarSlotPressed)); HotbarSlotPressed?.Invoke(i); }
|
||||
public static void RaiseHotbarScroll(float f) { HotbarScroll?.Invoke(f); }
|
||||
public static void RaiseBuildRotatePressed() { Log(nameof(BuildRotatePressed)); BuildRotatePressed?.Invoke(); }
|
||||
public static void RaiseCancelPressed() { Log(nameof(CancelPressed)); CancelPressed?.Invoke(); }
|
||||
|
||||
public static void RaiseGroundedChanged(bool grounded, float impactSpeed)
|
||||
@@ -298,6 +305,17 @@ namespace Ashwild.Player
|
||||
BuildPlacingChanged?.Invoke(placing);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Toggles demolition mode (right-click held with the hammer out). Owner-side only; the
|
||||
/// hammer raises it and BuildManager drives the world-facing targeting/destroy from it.
|
||||
/// </summary>
|
||||
public static void RaiseDemolishModeChanged(bool on)
|
||||
{
|
||||
IsDemolishing = on;
|
||||
Log(nameof(DemolishModeChanged));
|
||||
DemolishModeChanged?.Invoke(on);
|
||||
}
|
||||
|
||||
public static void RaiseFoodPlacedToCook(ItemData raw) { Log(nameof(FoodPlacedToCook)); FoodPlacedToCook?.Invoke(raw); }
|
||||
public static void RaiseFoodCookedReady(ItemData cooked) { Log(nameof(FoodCookedReady)); FoodCookedReady?.Invoke(cooked); }
|
||||
public static void RaiseFuelAdded(ItemData fuel) { Log(nameof(FuelAdded)); FuelAdded?.Invoke(fuel); }
|
||||
@@ -380,6 +398,7 @@ namespace Ashwild.Player
|
||||
IsChestOpen = false;
|
||||
IsBuildMenuOpen = false;
|
||||
IsPlacingBuild = false;
|
||||
IsDemolishing = false;
|
||||
IsPaused = false;
|
||||
HoveredInteractable = null;
|
||||
}
|
||||
|
||||
@@ -4,21 +4,28 @@ using Ashwild.Inventory;
|
||||
namespace Ashwild.Player
|
||||
{
|
||||
/// <summary>
|
||||
/// Held-item logic for the build hammer, placed on its hand prefab. While equipped it
|
||||
/// listens to the secondary-use input (right-click) and asks the construction UI to
|
||||
/// open/close through the bus — it never reaches for the menu itself, so the hammer
|
||||
/// stays a pure input source and the UI owns its own state. Left-click placement will
|
||||
/// be added on top of this once the build menu exists.
|
||||
/// Held-item logic for the build hammer, placed on its hand prefab. It turns the single
|
||||
/// right-click into two gestures without any extra keybind: a quick <b>tap</b> opens/closes the
|
||||
/// construction menu through the bus, while <b>holding</b> right-click past a short threshold puts
|
||||
/// the hammer into demolition mode for as long as it is held (releasing leaves it). The hammer
|
||||
/// stays a pure input source — it only raises bus requests; BuildManager owns the menu and the
|
||||
/// world-facing targeting/destroy, so this never reaches for either.
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class BuildHammerBehaviour : MonoBehaviour, IHeldItemBehaviour
|
||||
{
|
||||
#region Serialized Fields
|
||||
|
||||
[Header("Cooldown")]
|
||||
[Header("Gestures")]
|
||||
/// <summary>
|
||||
/// Minimum time, in seconds, between two menu toggles so a held right-click
|
||||
/// does not flicker the menu open and shut.
|
||||
/// How long, in seconds, right-click must stay held before it counts as a demolition hold
|
||||
/// instead of a menu tap. A release before this opens/closes the menu.
|
||||
/// </summary>
|
||||
[SerializeField] private float holdThreshold = 0.2f;
|
||||
|
||||
/// <summary>
|
||||
/// Minimum time, in seconds, between two menu toggles so a burst of taps does not flicker the
|
||||
/// menu open and shut.
|
||||
/// </summary>
|
||||
[SerializeField] private float toggleCooldown = 0.25f;
|
||||
|
||||
@@ -31,24 +38,58 @@ namespace Ashwild.Player
|
||||
/// </summary>
|
||||
private float nextToggleTime;
|
||||
|
||||
/// <summary>
|
||||
/// True between an accepted press and its release. A press ignored at the gate (input locked
|
||||
/// or already placing) never sets this, so its release is ignored too.
|
||||
/// </summary>
|
||||
private bool secondaryDown;
|
||||
|
||||
/// <summary>
|
||||
/// Time, in seconds, the current accepted press began — measured against <see cref="holdThreshold"/>.
|
||||
/// </summary>
|
||||
private float secondaryDownTime;
|
||||
|
||||
/// <summary>
|
||||
/// True while the hold has crossed into demolition mode, so the release ends the mode rather
|
||||
/// than toggling the menu.
|
||||
/// </summary>
|
||||
private bool demoActive;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Unity Lifecycle
|
||||
|
||||
/// <summary>
|
||||
/// Subscribes to the secondary-use input for as long as the hammer is held.
|
||||
/// Subscribes to the right-click hold stream for as long as the hammer is held.
|
||||
/// </summary>
|
||||
private void OnEnable()
|
||||
{
|
||||
PlayerEvents.SecondaryUsePressed += HandleSecondaryUse;
|
||||
PlayerEvents.SecondaryUseHeld += HandleSecondaryUse;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Unsubscribes when the hammer is put away (the prefab is destroyed).
|
||||
/// Unsubscribes and leaves demolition mode cleanly when the hammer is put away (its prefab is
|
||||
/// destroyed mid-hold), so the mode never sticks on with no hammer to release it.
|
||||
/// </summary>
|
||||
private void OnDisable()
|
||||
{
|
||||
PlayerEvents.SecondaryUsePressed -= HandleSecondaryUse;
|
||||
PlayerEvents.SecondaryUseHeld -= HandleSecondaryUse;
|
||||
if (demoActive) ExitDemolition();
|
||||
secondaryDown = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Promotes a sustained press into demolition mode once it outlasts the tap threshold. Held
|
||||
/// out of Update (not a timer) so the mode drops instantly if input locks or a placement
|
||||
/// begins mid-hold.
|
||||
/// </summary>
|
||||
private void Update()
|
||||
{
|
||||
if (!secondaryDown || demoActive) return;
|
||||
if (PlayerEvents.InputLocked || PlayerEvents.IsPlacingBuild) return;
|
||||
if (Time.time - secondaryDownTime < holdThreshold) return;
|
||||
|
||||
EnterDemolition();
|
||||
}
|
||||
|
||||
#endregion
|
||||
@@ -56,8 +97,8 @@ namespace Ashwild.Player
|
||||
#region IHeldItemBehaviour
|
||||
|
||||
/// <summary>
|
||||
/// Nothing to link yet: toggling the menu needs no player refs. Present to satisfy
|
||||
/// the held-item contract; placement logic added later will use the context.
|
||||
/// Nothing to link: the hammer only raises bus requests. Present to satisfy the held-item
|
||||
/// contract; BuildManager holds the player/world refs the build UX needs.
|
||||
/// </summary>
|
||||
public void Setup(HeldItemContext context, ItemData item)
|
||||
{
|
||||
@@ -68,20 +109,60 @@ namespace Ashwild.Player
|
||||
#region Event Handlers
|
||||
|
||||
/// <summary>
|
||||
/// Requests the construction menu to open/close on right-click, gated by lock and
|
||||
/// cooldown. While a ghost is being positioned, right-click cancels the placement instead
|
||||
/// (handled by the placement controller), so the menu is left alone here.
|
||||
/// The single right-click gesture, split by press and release: a press is tracked (unless
|
||||
/// input is locked or a ghost is being placed, where right-click means "cancel" and is left to
|
||||
/// BuildManager); its release either ends demolition mode (if the hold engaged it) or, for a
|
||||
/// quick tap, toggles the construction menu under the cooldown.
|
||||
/// </summary>
|
||||
private void HandleSecondaryUse()
|
||||
private void HandleSecondaryUse(bool held)
|
||||
{
|
||||
if (PlayerEvents.InputLocked) return;
|
||||
if (PlayerEvents.IsPlacingBuild) return;
|
||||
if (Time.time < nextToggleTime) return;
|
||||
if (held)
|
||||
{
|
||||
if (PlayerEvents.InputLocked || PlayerEvents.IsPlacingBuild) return;
|
||||
secondaryDown = true;
|
||||
secondaryDownTime = Time.time;
|
||||
return;
|
||||
}
|
||||
|
||||
if (!secondaryDown) return;
|
||||
secondaryDown = false;
|
||||
|
||||
if (demoActive) ExitDemolition();
|
||||
else ToggleMenu();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Internal Helpers
|
||||
|
||||
/// <summary>
|
||||
/// Requests the construction menu to open/close, gated by the toggle cooldown.
|
||||
/// </summary>
|
||||
private void ToggleMenu()
|
||||
{
|
||||
if (Time.time < nextToggleTime) return;
|
||||
nextToggleTime = Time.time + toggleCooldown;
|
||||
PlayerEvents.RaiseBuildMenuToggleRequested();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enters demolition mode and announces it on the bus.
|
||||
/// </summary>
|
||||
private void EnterDemolition()
|
||||
{
|
||||
demoActive = true;
|
||||
PlayerEvents.RaiseDemolishModeChanged(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Leaves demolition mode and announces it on the bus.
|
||||
/// </summary>
|
||||
private void ExitDemolition()
|
||||
{
|
||||
demoActive = false;
|
||||
PlayerEvents.RaiseDemolishModeChanged(false);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@@ -200,10 +200,12 @@ namespace Ashwild.Player
|
||||
WireButton(playerMap, "Crouch", PlayerEvents.RaiseCrouchPressed);
|
||||
WireButton(playerMap, "Attack", PlayerEvents.RaiseAttackPressed);
|
||||
WireButton(playerMap, "SecondaryUse", PlayerEvents.RaiseSecondaryUsePressed);
|
||||
WireHold(playerMap, "SecondaryUse", PlayerEvents.RaiseSecondaryUseHeld);
|
||||
WireButton(playerMap, "Interact", PlayerEvents.RaiseInteractPressed);
|
||||
WireButton(playerMap, "Drop", PlayerEvents.RaiseDropPressed);
|
||||
WireButton(playerMap, "Inventory", PlayerEvents.RaiseInventoryTogglePressed);
|
||||
WireScrollY(playerMap, "HotbarScroll", PlayerEvents.RaiseHotbarScroll);
|
||||
WireButton(playerMap, "BuildRotate", PlayerEvents.RaiseBuildRotatePressed);
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user