Updates to spells, HUD, Gold, and Camera Controls. New sound effects!
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27 changed files with 578 additions and 68 deletions
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@ -85,6 +85,7 @@ namespace TD.Gameplay
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// Cached reference to the local TowerPaintController, looked up lazily (same
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// rationale as the placement controller).
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private TowerPaintController cachedPaintController;
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private BuilderSpellCastController cachedSpellCastController;
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// ----- Lifecycle --------------------------------------------------
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@ -120,7 +121,7 @@ namespace TD.Gameplay
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// Placement and paint are both modal: while either is active, the local
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// controller for that mode owns left-/right-click, so selection here yields.
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bool isModal = IsLocalPlayerPlacing() || IsLocalPlayerPainting();
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bool isModal = IsLocalPlayerPlacing() || IsLocalPlayerPainting() || IsLocalPlayerAimingSpell();
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Vector2 mousePos = mouse.position.ReadValue();
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// UI Toolkit dispatches button click events AFTER Update runs, but raw mouse
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@ -292,5 +293,21 @@ namespace TD.Gameplay
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}
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return cachedPaintController.IsPainting;
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}
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private bool IsLocalPlayerAimingSpell()
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{
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if (cachedSpellCastController == null)
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{
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// Find lazily — controller may have been added after this component spawned.
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cachedSpellCastController =
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UnityEngine.Object.FindAnyObjectByType<BuilderSpellCastController>();
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if (cachedSpellCastController == null) return false;
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}
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// IsAiming covers "aiming, click not yet made"; ConsumedCastClickThisFrame covers the
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// frame the confirming click casts and exits aim mode — together they suppress the
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// selection click regardless of Update order between the two controllers.
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return cachedSpellCastController.IsAiming
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|| cachedSpellCastController.ConsumedCastClickThisFrame;
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}
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}
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}
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