using UnityEngine;
using Ashwild.Inventory;
namespace Ashwild.Player
{
///
/// Held-item logic for the build hammer, placed on its hand prefab. It is the single arbiter of the
/// right-click gesture in a build context, so the menu can never fight a placement over the same
/// click. One right-click is a tap, resolved on release as a clean build-mode toggle: while
/// placing a ghost it cancels the placement (back to idle, no menu), otherwise it opens/closes the
/// construction menu. Holding right-click past a short threshold instead enters demolition
/// mode for as long as it is held. The tap is gated only by hard UI locks (dead, inventory, chest,
/// pause) — not by the build menu being open (so a tap closes it) nor by a placement being active
/// (so a tap cancels 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.
///
[DisallowMultipleComponent]
public class BuildHammerBehaviour : MonoBehaviour, IHeldItemBehaviour
{
#region Serialized Fields
[Header("Gestures")]
///
/// 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.
///
[SerializeField] private float holdThreshold = 0.2f;
///
/// Minimum time, in seconds, between two menu toggles so a burst of taps does not flicker the
/// menu open and shut.
///
[SerializeField] private float toggleCooldown = 0.25f;
#endregion
#region State
///
/// Earliest time, in seconds, the next menu toggle is allowed.
///
private float nextToggleTime;
///
/// 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.
///
private bool secondaryDown;
///
/// Time, in seconds, the current accepted press began — measured against .
///
private float secondaryDownTime;
///
/// True while the hold has crossed into demolition mode, so the release ends the mode rather
/// than toggling the menu.
///
private bool demoActive;
#endregion
#region Unity Lifecycle
///
/// Subscribes to the right-click hold stream for as long as the hammer is held.
///
private void OnEnable()
{
PlayerEvents.SecondaryUseHeld += HandleSecondaryUse;
}
///
/// 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.
///
private void OnDisable()
{
PlayerEvents.SecondaryUseHeld -= HandleSecondaryUse;
if (demoActive) ExitDemolition();
secondaryDown = false;
}
///
/// 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.
///
private void Update()
{
if (!secondaryDown || demoActive) return;
if (PlayerEvents.InputLocked || PlayerEvents.IsPlacingBuild) return;
if (Time.time - secondaryDownTime < holdThreshold) return;
EnterDemolition();
}
#endregion
#region IHeldItemBehaviour
///
/// 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.
///
public void Setup(HeldItemContext context, ItemData item)
{
}
#endregion
#region Event Handlers
///
/// The single right-click gesture, split by press and release. A press is tracked unless a hard
/// UI lock is up; the build menu being open or a placement being active do NOT block it, because
/// this gesture is what drives those states. The release resolves the gesture in priority order:
/// a hold that engaged demolition leaves demolition; a tap while placing a ghost cancels it
/// (the single arbiter — BuildManager no longer listens to the raw click, so the menu can't
/// reopen on the same click); otherwise a tap toggles the construction menu.
///
private void HandleSecondaryUse(bool held)
{
if (held)
{
if (HardLocked) return;
secondaryDown = true;
secondaryDownTime = Time.time;
return;
}
if (!secondaryDown) return;
secondaryDown = false;
if (demoActive) { ExitDemolition(); return; }
if (PlayerEvents.IsPlacingBuild) { PlayerEvents.RaiseBuildCancelRequested(); return; }
ToggleMenu();
}
#endregion
#region Internal Helpers
///
/// A hard UI lock (dead, inventory, chest, pause) where right-click must do nothing. Unlike the
/// bus's InputLocked, it deliberately ignores the build menu being open and a placement being
/// active — both are build states this gesture is meant to drive (close the menu, cancel the
/// placement), not locks that should swallow the click.
///
private static bool HardLocked =>
PlayerEvents.IsDead || PlayerEvents.IsInventoryOpen || PlayerEvents.IsChestOpen || PlayerEvents.IsPaused;
///
/// Requests the construction menu to open/close, gated by the toggle cooldown.
///
private void ToggleMenu()
{
if (Time.time < nextToggleTime) return;
nextToggleTime = Time.time + toggleCooldown;
PlayerEvents.RaiseBuildMenuToggleRequested();
}
///
/// Enters demolition mode and announces it on the bus.
///
private void EnterDemolition()
{
demoActive = true;
PlayerEvents.RaiseDemolishModeChanged(true);
}
///
/// Leaves demolition mode and announces it on the bus.
///
private void ExitDemolition()
{
demoActive = false;
PlayerEvents.RaiseDemolishModeChanged(false);
}
#endregion
}
}