change activeDef to activeTowerDefinition so dummies like me can read the code

This commit is contained in:
Ian Woods 2026-06-02 22:25:44 -07:00
parent 1d3857cb00
commit 6b87e03a17

View file

@ -55,7 +55,7 @@ namespace TD.Gameplay
// ----- Active-placement state -------------------------------------
// Null when placement mode is inactive.
private TowerDefinition activeDef;
private TowerDefinition activeTowerDefinition;
private int activeTowerTypeId;
// Set true by a single-shot placement submit; processed at the top of the next
@ -112,7 +112,7 @@ namespace TD.Gameplay
return;
}
if (activeDef == null) return; // idle — nothing to do
if (activeTowerDefinition == null) return; // idle — nothing to do
var mouse = Mouse.current;
if (mouse == null) return; // no mouse device connected
@ -137,10 +137,10 @@ namespace TD.Gameplay
SetGhostVisible(true);
// Compute the footprint anchor from the hit point.
Vector2Int anchor = ComputeAnchor(hitPoint, activeDef.FootprintSize);
Vector2Int anchor = ComputeAnchor(hitPoint, activeTowerDefinition.FootprintSize);
// Position the cursor ghost at the footprint center.
Vector3 ghostPos = GridCoordinates.GetFootprintCenterWorld(anchor, activeDef.FootprintSize);
Vector3 ghostPos = GridCoordinates.GetFootprintCenterWorld(anchor, activeTowerDefinition.FootprintSize);
ghostPos.y = 0.5f; // lift off the plane so the cube base sits flush
ghostGO.transform.position = ghostPos;
@ -150,7 +150,7 @@ namespace TD.Gameplay
{
lastAnchor = anchor;
lastAnchorValid = true;
lastPlacementValid = EvaluateLocalValidity(anchor, activeDef);
lastPlacementValid = EvaluateLocalValidity(anchor, activeTowerDefinition);
}
// Update ghost color.
@ -182,7 +182,7 @@ namespace TD.Gameplay
// Cancel any existing placement before starting a new one.
ExitPlacementMode();
activeDef = def;
activeTowerDefinition = def;
activeTowerTypeId = towerTypeId;
CreateGhost(def);
@ -193,7 +193,7 @@ namespace TD.Gameplay
/// </summary>
void ExitPlacementMode()
{
activeDef = null;
activeTowerDefinition = null;
activeTowerTypeId = 0;
lastAnchorValid = false;
@ -203,7 +203,7 @@ namespace TD.Gameplay
/// <summary>
/// True when placement mode is currently active.
/// </summary>
public bool IsPlacing => activeDef != null;
public bool IsPlacing => activeTowerDefinition != null;
// ----- Modifier helpers -------------------------------------------