Adding a ton of funcitonality to the builder's movement and build queue

This commit is contained in:
Matt F 2026-05-05 22:01:40 -07:00
parent a63cce53e2
commit f05734e19b
31 changed files with 3104 additions and 339 deletions

View file

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// Assets/_Project/Scripts/Gameplay/SelectionState.cs
using UnityEngine;
namespace TD.Gameplay
{
/// <summary>
/// Minimal scene-local selection state. Holds a reference to whichever
/// <see cref="Builder"/> the local player has selected, fires an event when
/// the selection changes, and exposes a query for "is this builder selected
/// right now?".
/// </summary>
/// <remarks>
/// <para><b>Scope.</b> D2 only needs this for: "Escape with builder selected
/// cancels its queue", and "right-click with builder selected and queue
/// established cancels the queue (the right-click is consumed by selection
/// instead of issuing a move)". A full selection system that supports world
/// highlighting, multi-select, and HUD context panels is deferred to the HUD
/// path.</para>
///
/// <para><b>Local-only.</b> Selection is a UI concept, not a gameplay one.
/// Other clients have no business knowing whether you've selected your own
/// builder. The component is a plain MonoBehaviour and lives in the scene
/// alongside other client-side controllers.</para>
///
/// <para><b>Singleton.</b> One per scene, accessed via <see cref="Instance"/>.
/// The selection consumer (BuilderInputController) and the selection driver
/// (mouse-click raycast) both go through this single source of truth.</para>
/// </remarks>
public class SelectionState : MonoBehaviour
{
// ----- Singleton --------------------------------------------------
/// <summary>
/// The active SelectionState. Null before the scene loads. Always null-check.
/// </summary>
public static SelectionState Instance { get; private set; }
private void Awake()
{
if (Instance != null && Instance != this)
{
Debug.LogWarning("[SelectionState] Multiple instances detected. " +
"Only one SelectionState should exist per scene.");
}
Instance = this;
}
private void OnDestroy()
{
if (Instance == this) Instance = null;
}
// ----- Selection state --------------------------------------------
private Builder selectedBuilder;
/// <summary>The currently selected builder, or null if nothing is selected.</summary>
public Builder SelectedBuilder => selectedBuilder;
/// <summary>True if any builder is currently selected.</summary>
public bool HasSelection => selectedBuilder != null;
/// <summary>True if <paramref name="b"/> is the currently selected builder.</summary>
public bool IsSelected(Builder b) => b != null && selectedBuilder == b;
// ----- Events -----------------------------------------------------
/// <summary>
/// Fired when the selection changes. Argument is the new selection (may be null).
/// Subscribe to drive selection-aware UI: highlights, context panels, hotkey hints.
/// </summary>
public event System.Action<Builder> OnSelectionChanged;
// ----- Mutators ---------------------------------------------------
/// <summary>
/// Sets the selected builder. Pass null to clear.
/// Fires <see cref="OnSelectionChanged"/> only if the selection actually changes.
/// </summary>
public void Select(Builder builder)
{
if (selectedBuilder == builder) return;
selectedBuilder = builder;
OnSelectionChanged?.Invoke(selectedBuilder);
}
/// <summary>Clears the selection. Equivalent to Select(null).</summary>
public void Clear() => Select(null);
}
}