// 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;
}
}