// Assets/_Project/Scripts/Gameplay/SpellHotkeys.cs using UnityEngine.InputSystem; namespace TD.Gameplay { /// /// The fixed key bound to each spell hotkey slot (slot index == grant order == /// list index). Shared by /// (reads input) and the HUD hotbar (renders key /// labels) so the two can never drift apart. /// /// /// 's HotkeyLayout already claims the entire /// Q/W/E/R/T/A/S/D/F/G/Z/X/C/V/B block for the build command grid, so spell casting uses /// the number row instead. /// public static class SpellHotkeys { public static readonly Key[] Layout = { Key.Digit1, Key.Digit2, Key.Digit3, Key.Digit4, }; public static int MaxSpellSlots => Layout.Length; } }