builder doesn't de-select after building a tower
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7f60ce2613
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1 changed files with 15 additions and 2 deletions
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@ -58,6 +58,11 @@ namespace TD.Gameplay
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private TowerDefinition activeDef;
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private TowerDefinition activeDef;
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private int activeTowerTypeId;
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private int activeTowerTypeId;
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// Set true by a single-shot placement submit; processed at the top of the next
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// Update so that BuilderInputController still sees IsPlacing=true on the same
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// frame as the click and doesn't deselect the builder via its empty-space check.
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private bool pendingCancel;
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// The cursor ghost GameObject: the tower prefab instantiated with transparent materials.
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// The cursor ghost GameObject: the tower prefab instantiated with transparent materials.
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// Null when placement mode is inactive.
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// Null when placement mode is inactive.
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private GameObject ghostGO;
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private GameObject ghostGO;
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@ -100,6 +105,13 @@ namespace TD.Gameplay
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private void Update()
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private void Update()
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{
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{
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if (pendingCancel)
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{
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pendingCancel = false;
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CancelPlacement();
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return;
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}
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if (activeDef == null) return; // idle — nothing to do
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if (activeDef == null) return; // idle — nothing to do
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var mouse = Mouse.current;
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var mouse = Mouse.current;
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@ -375,8 +387,9 @@ namespace TD.Gameplay
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return;
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return;
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}
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}
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// Single-shot: exit placement mode immediately.
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// Single-shot: defer the cancel to the next frame so BuilderInputController
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CancelPlacement();
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// still sees IsPlacing=true this frame and doesn't deselect the builder.
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pendingCancel = true;
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}
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}
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// ----- Rejection feedback -----------------------------------------
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// ----- Rejection feedback -----------------------------------------
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