namespace ProjectM.Client
{
///
/// Client-local build-mode state shared between the HUD build palette (sets the selected buildable), the
/// build placement input (ground ghost preview + click-to-place + conveyor rotation), and the input gather
/// (suppresses Fire while a build is selected, so a left-click places instead of firing). Pure UI state —
/// never replicated, never touches the sim. Reset on play-enter (statics survive fast-enter domain reloads).
///
public static class BuildPaletteState
{
/// Selected structure type (StructureType.*); 0 = none / build mode off.
public static byte Selected;
/// Pending conveyor facing (0=+X,1=-X,2=+Z,3=-Z); rotated by [ / ] or R.
public static byte Direction;
/// True while a buildable is selected (build mode active).
public static bool Active => Selected != 0;
/// Select a type (or 0 to leave build mode), resetting the pending conveyor facing.
public static void Select(byte type) { Selected = type; Direction = 0; }
/// Leave build mode.
public static void Clear() { Selected = 0; Direction = 0; }
[UnityEngine.RuntimeInitializeOnLoadMethod(UnityEngine.RuntimeInitializeLoadType.SubsystemRegistration)]
static void ResetStatics() { Selected = 0; Direction = 0; }
}
}