89 lines
3.7 KiB
C#
89 lines
3.7 KiB
C#
// 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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/// Scene-local selection state. Holds a single <see cref="ISelectable"/> (the
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/// builder, a tower, or any future selectable type) and fires
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/// <see cref="OnSelectionChanged"/> when it changes.
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/// </summary>
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/// <remarks>
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/// <para><b>Local-only.</b> Selection is a UI concept — other clients have no
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/// business knowing whether you've selected something. The component is a plain
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/// MonoBehaviour and lives in the scene 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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/// Selection drivers (input controller, minimap) and selection consumers
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/// (HUD, selection-ring visuals) all go through this single source of truth.</para>
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///
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/// <para><b>Builder convenience.</b> <see cref="SelectedBuilder"/> returns the
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/// current selection cast to Builder (or null if non-builder). Lets the input
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/// controller and minimap keep the "is the local builder selected?" check
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/// short without re-type-testing.</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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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 ISelectable selected;
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/// <summary>The currently selected object, or null if nothing is selected.</summary>
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public ISelectable SelectedObject => selected;
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/// <summary>Convenience: the selected object if it's a Builder, else null.</summary>
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public Builder SelectedBuilder => selected as Builder;
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/// <summary>True if any object is currently selected.</summary>
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public bool HasSelection => selected != null;
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/// <summary>True if <paramref name="s"/> is the currently selected object.</summary>
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public bool IsSelected(ISelectable s) => s != null && (object)selected == (object)s;
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/// <summary>Builder overload — same semantics as <see cref="IsSelected(ISelectable)"/>.</summary>
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public bool IsSelected(Builder b) => b != null && (object)selected == (object)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<ISelectable> OnSelectionChanged;
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// ----- Mutators ---------------------------------------------------
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/// <summary>
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/// Sets the selected object. 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(ISelectable s)
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{
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if ((object)selected == (object)s) return;
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selected = s;
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OnSelectionChanged?.Invoke(selected);
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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((ISelectable)null);
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}
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}
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