UITK HUD rework + build palette (click-to-place ghost)

Rebuild the in-game HUD on UI Toolkit (HudUi/HudSystem, Aether palette) consistent with the menu; build-palette bar (BuildPaletteState) drives cursor->cell ground-ghost preview (green/red via BuildPreviewMath), left-click place / right-click cancel / rotate; fire suppressed in build mode; combat juice restyle. +4 BuildPreviewMath EditMode tests.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-06 15:05:49 -07:00
parent f31ffe910b
commit a4edf7a03b
13 changed files with 579 additions and 219 deletions
@@ -71,7 +71,7 @@ namespace ProjectM.Client
// Movement is source-agnostic (WASD or left stick) — read from the merged action.
float2 move = (float2)gameplay.Move.ReadValue<UnityEngine.Vector2>();
bool firePressed = gameplay.Fire.WasPressedThisFrame();
bool firePressed = gameplay.Fire.WasPressedThisFrame() && !BuildPaletteState.Active; // no fire while placing a build
// --- Active-device detection: last meaningful actuation wins; hold last when idle ---
var gamepad = UnityEngine.InputSystem.Gamepad.current;