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>
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@@ -71,7 +71,7 @@ namespace ProjectM.Client
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// Movement is source-agnostic (WASD or left stick) — read from the merged action.
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float2 move = (float2)gameplay.Move.ReadValue<UnityEngine.Vector2>();
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bool firePressed = gameplay.Fire.WasPressedThisFrame();
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bool firePressed = gameplay.Fire.WasPressedThisFrame() && !BuildPaletteState.Active; // no fire while placing a build
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// --- Active-device detection: last meaningful actuation wins; hold last when idle ---
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var gamepad = UnityEngine.InputSystem.Gamepad.current;
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