CancelPlacement -> ExitPlacementMode, also it's not public anymore
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1 changed files with 5 additions and 5 deletions
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@ -100,7 +100,7 @@ namespace TD.Gameplay
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private void OnDisable()
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private void OnDisable()
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{
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{
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TowerPlacementManager.OnPlacementRejected -= HandlePlacementRejected;
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TowerPlacementManager.OnPlacementRejected -= HandlePlacementRejected;
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CancelPlacement();
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ExitPlacementMode();
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}
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}
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private void Update()
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private void Update()
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@ -108,7 +108,7 @@ namespace TD.Gameplay
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if (pendingCancel)
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if (pendingCancel)
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{
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{
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pendingCancel = false;
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pendingCancel = false;
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CancelPlacement();
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ExitPlacementMode();
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return;
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return;
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}
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}
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@ -120,7 +120,7 @@ namespace TD.Gameplay
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// Right-click cancels placement.
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// Right-click cancels placement.
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if (mouse.rightButton.wasPressedThisFrame)
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if (mouse.rightButton.wasPressedThisFrame)
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{
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{
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CancelPlacement();
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ExitPlacementMode();
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return;
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return;
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}
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}
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@ -180,7 +180,7 @@ namespace TD.Gameplay
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}
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}
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// Cancel any existing placement before starting a new one.
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// Cancel any existing placement before starting a new one.
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CancelPlacement();
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ExitPlacementMode();
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activeDef = def;
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activeDef = def;
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activeTowerTypeId = towerTypeId;
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activeTowerTypeId = towerTypeId;
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@ -191,7 +191,7 @@ namespace TD.Gameplay
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/// <summary>
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/// <summary>
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/// Cancels placement mode and destroys the ghost. Safe to call when idle.
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/// Cancels placement mode and destroys the ghost. Safe to call when idle.
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/// </summary>
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/// </summary>
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public void CancelPlacement()
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void ExitPlacementMode()
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{
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{
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activeDef = null;
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activeDef = null;
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activeTowerTypeId = 0;
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activeTowerTypeId = 0;
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