(Feat) Add Remove Building

This commit is contained in:
2026-07-09 21:38:14 +02:00
parent 24b15d23a3
commit f5de33eac2
13 changed files with 520 additions and 242 deletions
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+121 -8
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@@ -62,6 +62,13 @@ namespace Ashwild.Building
[Tooltip("Layers that block a build (structures, props, players). Must NOT include the ground.")] [Tooltip("Layers that block a build (structures, props, players). Must NOT include the ground.")]
[SerializeField] private LayerMask obstructionMask; [SerializeField] private LayerMask obstructionMask;
[Header("Demolition")]
[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.")]
[SerializeField] private LayerMask buildMask = ~0;
[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.")]
[SerializeField] private Material demolitionMaterial;
#endregion #endregion
#region State #region State
@@ -95,10 +102,16 @@ namespace Ashwild.Building
private float yaw; private float yaw;
/// <summary> /// <summary>
/// The local player's aim transform (camera), resolved when the ghost is attached. /// The local player's aim transform (camera), resolved lazily and shared by placement and
/// demolition.
/// </summary> /// </summary>
private Transform aim; private Transform aim;
/// <summary>
/// The committed build currently under the demolition aim, or null when none is targeted.
/// </summary>
private BuiltStructure demoTarget;
/// <summary> /// <summary>
/// Frame the ghost was attached, so a click landing that frame never confirms instantly. /// Frame the ghost was attached, so a click landing that frame never confirms instantly.
/// </summary> /// </summary>
@@ -141,6 +154,8 @@ namespace Ashwild.Building
PlayerEvents.AttackPressed += HandleConfirm; PlayerEvents.AttackPressed += HandleConfirm;
PlayerEvents.SecondaryUsePressed += HandleCancel; PlayerEvents.SecondaryUsePressed += HandleCancel;
PlayerEvents.HotbarScroll += HandleRotate; PlayerEvents.HotbarScroll += HandleRotate;
PlayerEvents.BuildRotatePressed += HandleRotateKey;
PlayerEvents.DemolishModeChanged += HandleDemolishModeChanged;
} }
/// <summary> /// <summary>
@@ -152,16 +167,27 @@ namespace Ashwild.Building
PlayerEvents.AttackPressed -= HandleConfirm; PlayerEvents.AttackPressed -= HandleConfirm;
PlayerEvents.SecondaryUsePressed -= HandleCancel; PlayerEvents.SecondaryUsePressed -= HandleCancel;
PlayerEvents.HotbarScroll -= HandleRotate; PlayerEvents.HotbarScroll -= HandleRotate;
PlayerEvents.BuildRotatePressed -= HandleRotateKey;
PlayerEvents.DemolishModeChanged -= HandleDemolishModeChanged;
EndPlacement(); EndPlacement();
ClearDemoTarget();
} }
/// <summary> /// <summary>
/// Drives the owned ghost along the aim each frame; frozen while input is locked (e.g. the /// Each frame, in exactly one mode: in demolition mode it tracks which build the player aims
/// menu was reopened over an active placement). /// at; otherwise it drives the owned ghost along the aim. Both are frozen while input is locked
/// (e.g. the menu reopened over a placement), and leaving demolition mode clears the target.
/// </summary> /// </summary>
private void Update() private void Update()
{ {
if (PlayerEvents.IsDemolishing && !PlayerEvents.InputLocked)
{
UpdateDemolitionTarget();
return;
}
ClearDemoTarget();
if (ghost == null) return; if (ghost == null) return;
if (PlayerEvents.InputLocked) return; if (PlayerEvents.InputLocked) return;
@@ -268,9 +294,7 @@ namespace Ashwild.Building
ghost = go; ghost = go;
ghostValidity = go.GetComponentInChildren<BuildGhost>(true); ghostValidity = go.GetComponentInChildren<BuildGhost>(true);
ghostSnaps = go.GetComponentsInChildren<BuildSnapPoint>(true); ghostSnaps = go.GetComponentsInChildren<BuildSnapPoint>(true);
aim = aimCamera != null ? aimCamera.transform : (Camera.main != null ? Camera.main.transform : null); ResolveAim();
if (aim == null)
Debug.LogError("[BuildManager] Pas de caméra d'aim (Camera.main introuvable — la caméra du joueur est-elle taguée MainCamera ?).", this);
placementBeganFrame = Time.frameCount; placementBeganFrame = Time.frameCount;
UpdateGhostPose(); UpdateGhostPose();
@@ -278,11 +302,18 @@ namespace Ashwild.Building
} }
/// <summary> /// <summary>
/// Left-click: commits the ghost's pose to the registry (spawned for everyone) and ends the /// Left-click: demolishes the aimed build while in demolition mode, otherwise commits the
/// placement. Blocked on an invalid spot and on the very frame the ghost was attached. /// ghost's pose to the registry (spawned for everyone) and ends the placement. Placement is
/// blocked on an invalid spot and on the very frame the ghost was attached.
/// </summary> /// </summary>
private void HandleConfirm() private void HandleConfirm()
{ {
if (PlayerEvents.IsDemolishing)
{
TryDemolish();
return;
}
if (ghost == null) return; if (ghost == null) return;
if (PlayerEvents.InputLocked) return; if (PlayerEvents.InputLocked) return;
if (Time.frameCount == placementBeganFrame) return; if (Time.frameCount == placementBeganFrame) return;
@@ -316,6 +347,18 @@ namespace Ashwild.Building
else if (scroll < 0f) yaw -= rotationStep; else if (scroll < 0f) yaw -= rotationStep;
} }
/// <summary>
/// R key: yaws the ghost by one rotation step in the same direction as a scroll-up, so the
/// build can be turned without the mouse wheel. Ignored when no ghost is being placed.
/// </summary>
private void HandleRotateKey()
{
if (ghost == null) return;
if (PlayerEvents.InputLocked) return;
yaw += rotationStep;
}
/// <summary> /// <summary>
/// Poses the ghost each frame: quantise the aim hit to the grid with the current yaw, then /// Poses the ghost each frame: quantise the aim hit to the grid with the current yaw, then
/// let a nearby matching socket pull it into an exact connection (sockets win over the grid). /// let a nearby matching socket pull it into an exact connection (sockets win over the grid).
@@ -410,6 +453,76 @@ namespace Ashwild.Building
} }
} }
/// <summary>
/// Resolves and caches the local player's aim transform — the assigned camera, else the
/// runtime Camera.main (the FPS camera). Logs once when neither is found.
/// </summary>
private Transform ResolveAim()
{
if (aim != null) return aim;
aim = aimCamera != null ? aimCamera.transform : (Camera.main != null ? Camera.main.transform : null);
if (aim == null)
Debug.LogError("[BuildManager] Pas de caméra d'aim (Camera.main introuvable — la caméra du joueur est-elle taguée MainCamera ?).", this);
return aim;
}
#endregion
#region Demolition
/// <summary>
/// Leaving demolition mode drops any current target so the crosshair returns to normal; entering
/// it needs nothing here — Update starts tracking on the next frame.
/// </summary>
private void HandleDemolishModeChanged(bool on)
{
if (!on) ClearDemoTarget();
}
/// <summary>
/// Casts the aim ray for a committed build and moves the demolition highlight when the target
/// changes: the previous build removes its overlay and the new one gets the demolition material
/// added on top, so exactly the aimed build reads as "about to break".
/// </summary>
private void UpdateDemolitionTarget()
{
Transform a = ResolveAim();
if (a == null) { ClearDemoTarget(); return; }
BuiltStructure hit = null;
if (Physics.Raycast(a.position, a.forward, out RaycastHit info, placeRange, buildMask, QueryTriggerInteraction.Ignore))
hit = info.collider.GetComponentInParent<BuiltStructure>();
if (hit == demoTarget) return;
if (demoTarget != null) demoTarget.ClearHighlight();
demoTarget = hit;
if (demoTarget != null) demoTarget.Highlight(demolitionMaterial);
}
/// <summary>
/// Left-click while demolishing: asks the registry to remove the aimed build for everyone. The
/// target stays until the next frame re-evaluates, so a miss simply retargets.
/// </summary>
private void TryDemolish()
{
if (demoTarget == null) return;
if (BuildRegistry.Instance != null)
BuildRegistry.Instance.RequestDemolish(demoTarget.gameObject);
}
/// <summary>
/// Drops the current demolition target, restoring its authored materials. Safe to call when
/// nothing is targeted.
/// </summary>
private void ClearDemoTarget()
{
if (demoTarget == null) return;
demoTarget.ClearHighlight();
demoTarget = null;
}
#endregion #endregion
} }
} }
+60 -1
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@@ -99,6 +99,43 @@ namespace Ashwild.Building
#endregion #endregion
#region Demolish Build
/// <summary>
/// Called by BuildManager when the local player demolishes a build they aimed at: resolves the
/// hit instance to its index in the replicated list and asks the server to remove it. The index
/// is a valid shared key because <see cref="spawned"/> stays aligned with <see cref="builds"/>
/// on every machine. No-op when the object is not one of our committed builds.
/// </summary>
public void RequestDemolish(GameObject builtInstance)
{
if (builtInstance == null) return;
int index = spawned.IndexOf(builtInstance);
if (index < 0)
{
Debug.LogWarning($"[BuildRegistry] '{builtInstance.name}' is not a committed build — nothing to demolish.", this);
return;
}
RequestDemolishServerRpc(index);
}
/// <summary>
/// Server-side: removes the record at this index, which replicates the removal (and the local
/// teardown + occupancy refresh) to every client. Range-guarded against a stale index from a
/// build that another player demolished during the round-trip.
/// </summary>
[ServerRpc(RequireOwnership = false)]
private void RequestDemolishServerRpc(int index, NetworkConnection conn = null)
{
if (index < 0 || index >= builds.Count) return;
// TODO: refund the builder's resources (conn → PlayerInventory) once build cost lands.
builds.RemoveAt(index);
}
#endregion
#region Networked Ghost Preview #region Networked Ghost Preview
/// <summary> /// <summary>
@@ -187,6 +224,7 @@ namespace Ashwild.Building
case SyncListOperation.RemoveAt: case SyncListOperation.RemoveAt:
DestroyAt(index); DestroyAt(index);
spawned.RemoveAt(index); spawned.RemoveAt(index);
RecomputeOccupancy();
break; break;
case SyncListOperation.Clear: case SyncListOperation.Clear:
@@ -210,7 +248,10 @@ namespace Ashwild.Building
Debug.LogWarning($"[BuildRegistry] Buildable id {record.buildableId} introuvable ou sans BuiltPrefab — rien de spawné.", this); Debug.LogWarning($"[BuildRegistry] Buildable id {record.buildableId} introuvable ou sans BuiltPrefab — rien de spawné.", this);
return null; return null;
} }
return Instantiate(data.BuiltPrefab, record.position, record.rotation);
GameObject go = Instantiate(data.BuiltPrefab, record.position, record.rotation);
if (go.GetComponent<BuiltStructure>() == null) go.AddComponent<BuiltStructure>();
return go;
} }
/// <summary> /// <summary>
@@ -246,6 +287,24 @@ namespace Ashwild.Building
MarkOccupancy(go); MarkOccupancy(go);
} }
/// <summary>
/// Recomputes occupancy from scratch after a removal: clears every socket, then re-marks the
/// connected pairs across what remains. Without this a demolished piece would leave its former
/// neighbours' sockets stuck "occupied", so nothing could ever be snapped back into the gap.
/// </summary>
private void RecomputeOccupancy()
{
foreach (GameObject go in spawned)
{
if (go == null) continue;
foreach (BuildSnapPoint sp in go.GetComponentsInChildren<BuildSnapPoint>(true))
sp.SetOccupied(false);
}
foreach (GameObject go in spawned)
MarkOccupancy(go);
}
/// <summary> /// <summary>
/// Marks the sockets a piece shares a position with — and the matching sockets on the pieces /// Marks the sockets a piece shares a position with — and the matching sockets on the pieces
/// it touches — as occupied, so placement snapping skips them. Occupancy is derived purely /// it touches — as occupied, so placement snapping skips them. Occupancy is derived purely
@@ -0,0 +1,91 @@
using UnityEngine;
namespace Ashwild.Building
{
/// <summary>
/// Runtime marker added to every committed structure instance the BuildRegistry spawns, so the
/// demolition aim can recognise a build from a raycast hit (GetComponentInParent) and hand its
/// 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>
[DisallowMultipleComponent]
public class BuiltStructure : MonoBehaviour
{
#region State
/// <summary>
/// Every child renderer, cached so the highlight can swap and restore their materials.
/// </summary>
private Renderer[] renderers;
/// <summary>
/// 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; } public static bool IsBuildMenuOpen { get; private set; }
// True while a build ghost is being positioned in the world (menu closed, no structure placed yet). // True while a build ghost is being positioned in the world (menu closed, no structure placed yet).
public static bool IsPlacingBuild { get; private set; } 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; } public static bool IsPaused { get; private set; }
// True when a networked session is live (host or client). // 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 CrouchPressed;
public static event Action AttackPressed; public static event Action AttackPressed;
public static event Action SecondaryUsePressed; // right-click / secondary use (build menu, aim, block, ...) 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 InteractPressed;
public static event Action DropPressed; public static event Action DropPressed;
public static event Action InventoryTogglePressed; public static event Action InventoryTogglePressed;
public static event Action<int> HotbarSlotPressed; public static event Action<int> HotbarSlotPressed;
public static event Action<float> HotbarScroll; 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 public static event Action CancelPressed; // UI "Cancel" (Escape) — back / pause / close
// ============================================================ // ============================================================
@@ -128,6 +132,7 @@ namespace Ashwild.Player
public static event Action BuildMenuToggleRequested; // the build hammer asks to open/close the construction menu 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> 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> 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 // Cooking events
@@ -182,11 +187,13 @@ namespace Ashwild.Player
public static void RaiseCrouchPressed() { Log(nameof(CrouchPressed)); CrouchPressed?.Invoke(); } public static void RaiseCrouchPressed() { Log(nameof(CrouchPressed)); CrouchPressed?.Invoke(); }
public static void RaiseAttackPressed() { Log(nameof(AttackPressed)); AttackPressed?.Invoke(); } public static void RaiseAttackPressed() { Log(nameof(AttackPressed)); AttackPressed?.Invoke(); }
public static void RaiseSecondaryUsePressed() { Log(nameof(SecondaryUsePressed)); SecondaryUsePressed?.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 RaiseInteractPressed() { Log(nameof(InteractPressed)); InteractPressed?.Invoke(); }
public static void RaiseDropPressed() { Log(nameof(DropPressed)); DropPressed?.Invoke(); } public static void RaiseDropPressed() { Log(nameof(DropPressed)); DropPressed?.Invoke(); }
public static void RaiseInventoryTogglePressed() { Log(nameof(InventoryTogglePressed)); InventoryTogglePressed?.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 RaiseHotbarSlotPressed(int i) { Log(nameof(HotbarSlotPressed)); HotbarSlotPressed?.Invoke(i); }
public static void RaiseHotbarScroll(float f) { HotbarScroll?.Invoke(f); } 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 RaiseCancelPressed() { Log(nameof(CancelPressed)); CancelPressed?.Invoke(); }
public static void RaiseGroundedChanged(bool grounded, float impactSpeed) public static void RaiseGroundedChanged(bool grounded, float impactSpeed)
@@ -294,6 +301,17 @@ namespace Ashwild.Player
BuildPlacingChanged?.Invoke(placing); 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 RaiseFoodPlacedToCook(ItemData raw) { Log(nameof(FoodPlacedToCook)); FoodPlacedToCook?.Invoke(raw); }
public static void RaiseFoodCookedReady(ItemData cooked) { Log(nameof(FoodCookedReady)); FoodCookedReady?.Invoke(cooked); } public static void RaiseFoodCookedReady(ItemData cooked) { Log(nameof(FoodCookedReady)); FoodCookedReady?.Invoke(cooked); }
public static void RaiseFuelAdded(ItemData fuel) { Log(nameof(FuelAdded)); FuelAdded?.Invoke(fuel); } public static void RaiseFuelAdded(ItemData fuel) { Log(nameof(FuelAdded)); FuelAdded?.Invoke(fuel); }
@@ -376,6 +394,7 @@ namespace Ashwild.Player
IsChestOpen = false; IsChestOpen = false;
IsBuildMenuOpen = false; IsBuildMenuOpen = false;
IsPlacingBuild = false; IsPlacingBuild = false;
IsDemolishing = false;
IsPaused = false; IsPaused = false;
HoveredInteractable = null; HoveredInteractable = null;
} }
@@ -4,21 +4,28 @@ using Ashwild.Inventory;
namespace Ashwild.Player namespace Ashwild.Player
{ {
/// <summary> /// <summary>
/// Held-item logic for the build hammer, placed on its hand prefab. While equipped it /// Held-item logic for the build hammer, placed on its hand prefab. It turns the single
/// listens to the secondary-use input (right-click) and asks the construction UI to /// right-click into two gestures without any extra keybind: a quick <b>tap</b> opens/closes the
/// open/close through the bus — it never reaches for the menu itself, so the hammer /// construction menu through the bus, while <b>holding</b> right-click past a short threshold puts
/// stays a pure input source and the UI owns its own state. Left-click placement will /// the hammer into demolition mode for as long as it is held (releasing leaves it). The hammer
/// be added on top of this once the build menu exists. /// 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> /// </summary>
[DisallowMultipleComponent] [DisallowMultipleComponent]
public class BuildHammerBehaviour : MonoBehaviour, IHeldItemBehaviour public class BuildHammerBehaviour : MonoBehaviour, IHeldItemBehaviour
{ {
#region Serialized Fields #region Serialized Fields
[Header("Cooldown")] [Header("Gestures")]
/// <summary> /// <summary>
/// Minimum time, in seconds, between two menu toggles so a held right-click /// How long, in seconds, right-click must stay held before it counts as a demolition hold
/// does not flicker the menu open and shut. /// 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> /// </summary>
[SerializeField] private float toggleCooldown = 0.25f; [SerializeField] private float toggleCooldown = 0.25f;
@@ -31,24 +38,58 @@ namespace Ashwild.Player
/// </summary> /// </summary>
private float nextToggleTime; 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 #endregion
#region Unity Lifecycle #region Unity Lifecycle
/// <summary> /// <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> /// </summary>
private void OnEnable() private void OnEnable()
{ {
PlayerEvents.SecondaryUsePressed += HandleSecondaryUse; PlayerEvents.SecondaryUseHeld += HandleSecondaryUse;
} }
/// <summary> /// <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> /// </summary>
private void OnDisable() 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 #endregion
@@ -56,8 +97,8 @@ namespace Ashwild.Player
#region IHeldItemBehaviour #region IHeldItemBehaviour
/// <summary> /// <summary>
/// Nothing to link yet: toggling the menu needs no player refs. Present to satisfy /// Nothing to link: the hammer only raises bus requests. Present to satisfy the held-item
/// the held-item contract; placement logic added later will use the context. /// contract; BuildManager holds the player/world refs the build UX needs.
/// </summary> /// </summary>
public void Setup(HeldItemContext context, ItemData item) public void Setup(HeldItemContext context, ItemData item)
{ {
@@ -68,20 +109,60 @@ namespace Ashwild.Player
#region Event Handlers #region Event Handlers
/// <summary> /// <summary>
/// Requests the construction menu to open/close on right-click, gated by lock and /// The single right-click gesture, split by press and release: a press is tracked (unless
/// cooldown. While a ghost is being positioned, right-click cancels the placement instead /// input is locked or a ghost is being placed, where right-click means "cancel" and is left to
/// (handled by the placement controller), so the menu is left alone here. /// 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> /// </summary>
private void HandleSecondaryUse() private void HandleSecondaryUse(bool held)
{ {
if (PlayerEvents.InputLocked) return; if (held)
if (PlayerEvents.IsPlacingBuild) return; {
if (Time.time < nextToggleTime) return; 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; nextToggleTime = Time.time + toggleCooldown;
PlayerEvents.RaiseBuildMenuToggleRequested(); 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 #endregion
} }
} }
@@ -200,10 +200,12 @@ namespace Ashwild.Player
WireButton(playerMap, "Crouch", PlayerEvents.RaiseCrouchPressed); WireButton(playerMap, "Crouch", PlayerEvents.RaiseCrouchPressed);
WireButton(playerMap, "Attack", PlayerEvents.RaiseAttackPressed); WireButton(playerMap, "Attack", PlayerEvents.RaiseAttackPressed);
WireButton(playerMap, "SecondaryUse", PlayerEvents.RaiseSecondaryUsePressed); WireButton(playerMap, "SecondaryUse", PlayerEvents.RaiseSecondaryUsePressed);
WireHold(playerMap, "SecondaryUse", PlayerEvents.RaiseSecondaryUseHeld);
WireButton(playerMap, "Interact", PlayerEvents.RaiseInteractPressed); WireButton(playerMap, "Interact", PlayerEvents.RaiseInteractPressed);
WireButton(playerMap, "Drop", PlayerEvents.RaiseDropPressed); WireButton(playerMap, "Drop", PlayerEvents.RaiseDropPressed);
WireButton(playerMap, "Inventory", PlayerEvents.RaiseInventoryTogglePressed); WireButton(playerMap, "Inventory", PlayerEvents.RaiseInventoryTogglePressed);
WireScrollY(playerMap, "HotbarScroll", PlayerEvents.RaiseHotbarScroll); WireScrollY(playerMap, "HotbarScroll", PlayerEvents.RaiseHotbarScroll);
WireButton(playerMap, "BuildRotate", PlayerEvents.RaiseBuildRotatePressed);
for (int i = 0; i < 10; i++) for (int i = 0; i < 10; i++)
{ {
@@ -13,6 +13,7 @@ Material:
m_ModifiedSerializedProperties: 0 m_ModifiedSerializedProperties: 0
m_ValidKeywords: m_ValidKeywords:
- _ALPHATEST_ON - _ALPHATEST_ON
- _EMISSION
m_InvalidKeywords: m_InvalidKeywords:
- _FLIPBOOKBLENDING_OFF - _FLIPBOOKBLENDING_OFF
m_LightmapFlags: 6 m_LightmapFlags: 6
@@ -13,6 +13,7 @@ Material:
m_ModifiedSerializedProperties: 0 m_ModifiedSerializedProperties: 0
m_ValidKeywords: m_ValidKeywords:
- _ALPHATEST_ON - _ALPHATEST_ON
- _EMISSION
m_InvalidKeywords: m_InvalidKeywords:
- _FLIPBOOKBLENDING_OFF - _FLIPBOOKBLENDING_OFF
m_LightmapFlags: 6 m_LightmapFlags: 6