Adding a ton of funcitonality to the builder's movement and build queue
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31 changed files with 3104 additions and 339 deletions
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Assets/_Project/Scripts/Gameplay/SelectionState.cs
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90
Assets/_Project/Scripts/Gameplay/SelectionState.cs
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// Assets/_Project/Scripts/Gameplay/SelectionState.cs
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using UnityEngine;
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namespace TD.Gameplay
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{
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/// <summary>
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/// Minimal scene-local selection state. Holds a reference to whichever
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/// <see cref="Builder"/> the local player has selected, fires an event when
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/// the selection changes, and exposes a query for "is this builder selected
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/// right now?".
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/// </summary>
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/// <remarks>
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/// <para><b>Scope.</b> D2 only needs this for: "Escape with builder selected
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/// cancels its queue", and "right-click with builder selected and queue
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/// established cancels the queue (the right-click is consumed by selection
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/// instead of issuing a move)". A full selection system that supports world
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/// highlighting, multi-select, and HUD context panels is deferred to the HUD
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/// path.</para>
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///
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/// <para><b>Local-only.</b> Selection is a UI concept, not a gameplay one.
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/// Other clients have no business knowing whether you've selected your own
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/// builder. The component is a plain MonoBehaviour and lives in the scene
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/// alongside other client-side controllers.</para>
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///
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/// <para><b>Singleton.</b> One per scene, accessed via <see cref="Instance"/>.
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/// The selection consumer (BuilderInputController) and the selection driver
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/// (mouse-click raycast) both go through this single source of truth.</para>
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/// </remarks>
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public class SelectionState : MonoBehaviour
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{
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// ----- Singleton --------------------------------------------------
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/// <summary>
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/// The active SelectionState. Null before the scene loads. Always null-check.
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/// </summary>
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public static SelectionState Instance { get; private set; }
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Debug.LogWarning("[SelectionState] Multiple instances detected. " +
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"Only one SelectionState should exist per scene.");
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}
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Instance = this;
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}
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private void OnDestroy()
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{
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if (Instance == this) Instance = null;
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}
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// ----- Selection state --------------------------------------------
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private Builder selectedBuilder;
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/// <summary>The currently selected builder, or null if nothing is selected.</summary>
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public Builder SelectedBuilder => selectedBuilder;
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/// <summary>True if any builder is currently selected.</summary>
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public bool HasSelection => selectedBuilder != null;
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/// <summary>True if <paramref name="b"/> is the currently selected builder.</summary>
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public bool IsSelected(Builder b) => b != null && selectedBuilder == b;
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// ----- Events -----------------------------------------------------
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/// <summary>
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/// Fired when the selection changes. Argument is the new selection (may be null).
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/// Subscribe to drive selection-aware UI: highlights, context panels, hotkey hints.
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/// </summary>
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public event System.Action<Builder> OnSelectionChanged;
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// ----- Mutators ---------------------------------------------------
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/// <summary>
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/// Sets the selected builder. Pass null to clear.
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/// Fires <see cref="OnSelectionChanged"/> only if the selection actually changes.
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/// </summary>
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public void Select(Builder builder)
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{
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if (selectedBuilder == builder) return;
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selectedBuilder = builder;
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OnSelectionChanged?.Invoke(selectedBuilder);
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}
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/// <summary>Clears the selection. Equivalent to Select(null).</summary>
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public void Clear() => Select(null);
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}
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}
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