Port SmartBox's release-completed sr_Examine gesture through the configurable SelectRight binding. Cancel camera drags at the shared retail three-pixel threshold, then reuse the canonical picker, selection pulse, and appraisal request path without inventing another wire or UI owner. Co-authored-by: Codex <codex@openai.com>
317 lines
10 KiB
C#
317 lines
10 KiB
C#
using AcDream.App.Interaction;
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using AcDream.App.Rendering;
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using AcDream.App.UI;
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using AcDream.Core.Combat;
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using AcDream.UI.Abstractions.Input;
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namespace AcDream.App.Input;
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internal interface IGameplayInputActionSurface
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{
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void AddFired(Action<InputAction, ActivationType> callback);
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void RemoveFired(Action<InputAction, ActivationType> callback);
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void SetCombatScope(InputScope? scope);
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}
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internal sealed class DispatcherGameplayInputActionSurface(InputDispatcher dispatcher)
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: IGameplayInputActionSurface
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{
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private readonly InputDispatcher _dispatcher = dispatcher
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?? throw new ArgumentNullException(nameof(dispatcher));
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public void AddFired(Action<InputAction, ActivationType> callback) =>
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_dispatcher.Fired += callback;
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public void RemoveFired(Action<InputAction, ActivationType> callback) =>
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_dispatcher.Fired -= callback;
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public void SetCombatScope(InputScope? scope) =>
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_dispatcher.SetCombatScope(scope);
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}
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internal interface ICombatModeEventSurface
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{
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CombatMode CurrentMode { get; }
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void AddChanged(Action<CombatMode> callback);
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void RemoveChanged(Action<CombatMode> callback);
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}
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internal sealed class CombatStateModeEventSurface(CombatState combat)
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: ICombatModeEventSurface
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{
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private readonly CombatState _combat = combat
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?? throw new ArgumentNullException(nameof(combat));
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public CombatMode CurrentMode => _combat.CurrentMode;
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public void AddChanged(Action<CombatMode> callback) =>
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_combat.CombatModeChanged += callback;
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public void RemoveChanged(Action<CombatMode> callback) =>
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_combat.CombatModeChanged -= callback;
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}
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internal interface IGameplayInputPriorityTargets
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{
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bool HandlePointerAction(InputAction action, ActivationType activation);
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void HandleScroll(InputAction action);
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bool HandleCombatAction(InputAction action, ActivationType activation);
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bool HandleRetainedUiAction(InputAction action);
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bool HandleSelectionAction(InputAction action);
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bool HandlePressedMovementAction(InputAction action);
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void HandleCommand(InputAction action);
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}
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/// <summary>
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/// Typed adapter over canonical gameplay owners. Optional presentation owners
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/// remain no-ops when their stack is disabled; no state is mirrored here.
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/// </summary>
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internal sealed class RuntimeGameplayInputPriorityTargets
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: IGameplayInputPriorityTargets
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{
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private readonly GameplayInputFrameController _frame;
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private readonly CameraPointerInputController _pointer;
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private readonly RetailUiRuntime? _retainedUi;
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private readonly SelectionInteractionController? _selection;
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private readonly IGameplayInputCommandTarget _commands;
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public RuntimeGameplayInputPriorityTargets(
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GameplayInputFrameController frame,
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CameraPointerInputController pointer,
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RetailUiRuntime? retainedUi,
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SelectionInteractionController? selection,
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IGameplayInputCommandTarget commands)
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{
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_frame = frame ?? throw new ArgumentNullException(nameof(frame));
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_pointer = pointer ?? throw new ArgumentNullException(nameof(pointer));
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_retainedUi = retainedUi;
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_selection = selection;
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_commands = commands ?? throw new ArgumentNullException(nameof(commands));
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}
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public bool HandlePointerAction(InputAction action, ActivationType activation) =>
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_frame.HandlePointerAction(action, activation);
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public void HandleScroll(InputAction action) =>
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_pointer.HandleScroll(action);
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public bool HandleCombatAction(InputAction action, ActivationType activation) =>
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_frame.HandleCombatAction(action, activation);
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public bool HandleRetainedUiAction(InputAction action) =>
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_retainedUi?.HandleInputAction(action) == true;
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public bool HandleSelectionAction(InputAction action) =>
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_selection?.HandleInputAction(action) == true;
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public bool HandlePressedMovementAction(InputAction action) =>
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_frame.HandlePressedMovementAction(action);
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public void HandleCommand(InputAction action) =>
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_commands.Handle(action);
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}
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/// <summary>
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/// Sole gameplay subscriber to <see cref="InputDispatcher.Fired"/>. The route
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/// preserves the accepted priority exactly: pointer, scroll, combat,
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/// Press/DoubleClick gate, retained UI, selection, pressed movement, commands.
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/// Subscription ownership is reversible and callbacks become inert before the
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/// live-session shutdown barrier.
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/// </summary>
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internal sealed class GameplayInputActionRouter : IDisposable
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{
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private readonly IGameplayInputActionSurface _actions;
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private readonly ICombatModeEventSurface _combat;
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private readonly IGameplayInputPriorityTargets _targets;
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private readonly HostQuiescenceGate _quiescence;
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private readonly Action<string> _log;
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private readonly Action<InputAction, ActivationType> _fired;
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private readonly Action<CombatMode> _combatModeChanged;
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private readonly bool[] _attached = new bool[2];
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private ResourceShutdownTransaction? _detach;
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private bool _attachStarted;
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private int _disposeRequested;
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private int _active;
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public GameplayInputActionRouter(
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IGameplayInputActionSurface actions,
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ICombatModeEventSurface combat,
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IGameplayInputPriorityTargets targets,
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HostQuiescenceGate quiescence,
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Action<string>? log = null)
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{
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_actions = actions ?? throw new ArgumentNullException(nameof(actions));
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_combat = combat ?? throw new ArgumentNullException(nameof(combat));
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_targets = targets ?? throw new ArgumentNullException(nameof(targets));
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_quiescence = quiescence ?? throw new ArgumentNullException(nameof(quiescence));
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_log = log ?? (_ => { });
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_fired = OnFired;
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_combatModeChanged = OnCombatModeChanged;
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}
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public static GameplayInputActionRouter Create(
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InputDispatcher dispatcher,
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CombatState combat,
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IGameplayInputPriorityTargets targets,
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HostQuiescenceGate quiescence,
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Action<string>? log = null) =>
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new(
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new DispatcherGameplayInputActionSurface(dispatcher),
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new CombatStateModeEventSurface(combat),
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targets,
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quiescence,
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log);
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public bool IsDisposalComplete =>
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_attached.All(static attached => !attached);
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public void Attach()
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{
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ObjectDisposedException.ThrowIf(
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Volatile.Read(ref _disposeRequested) != 0,
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this);
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if (_attachStarted)
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{
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throw new InvalidOperationException(
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"Gameplay action attachment has already started.");
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}
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_attachStarted = true;
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try
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{
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// Mark each edge before invoking its custom accessor. An accessor
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// may perform the add and then throw; rollback must still remove it.
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_attached[0] = true;
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_actions.AddFired(_fired);
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_attached[1] = true;
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_combat.AddChanged(_combatModeChanged);
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Volatile.Write(ref _active, 1);
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SetCombatScope(_combat.CurrentMode);
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}
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catch (Exception attachError)
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{
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Deactivate();
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try
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{
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EnsureDetachTransaction().CompleteOrThrow();
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}
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catch (Exception rollbackError)
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{
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throw new AggregateException(
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"Gameplay action registration and rollback both failed.",
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new InvalidOperationException(
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"Gameplay action registration failed.", attachError),
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rollbackError);
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}
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throw new InvalidOperationException(
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"Gameplay action registration failed and was rolled back.",
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attachError);
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}
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}
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public void Deactivate() => Interlocked.Exchange(ref _active, 0);
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public void Dispose()
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{
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Interlocked.Exchange(ref _disposeRequested, 1);
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Deactivate();
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EnsureDetachTransaction().CompleteOrThrow();
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}
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private void OnFired(InputAction action, ActivationType activation) =>
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_quiescence.Invoke(() =>
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{
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if (Volatile.Read(ref _active) != 0)
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Route(action, activation);
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});
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private void OnCombatModeChanged(CombatMode mode) =>
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_quiescence.Invoke(() =>
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{
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if (Volatile.Read(ref _active) != 0)
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SetCombatScope(mode);
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});
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private void Route(InputAction action, ActivationType activation)
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{
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_log($"[input] {action} {activation}");
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if (_targets.HandlePointerAction(action, activation))
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return;
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if (action is InputAction.ScrollUp or InputAction.ScrollDown)
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{
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if (activation == ActivationType.Press)
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_targets.HandleScroll(action);
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return;
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}
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if (_targets.HandleCombatAction(action, activation))
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return;
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if (activation is not ActivationType.Press
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and not ActivationType.DoubleClick
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and not ActivationType.Click)
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{
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return;
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}
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if (_targets.HandleRetainedUiAction(action))
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return;
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if (_targets.HandleSelectionAction(action))
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return;
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if (_targets.HandlePressedMovementAction(action))
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return;
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_targets.HandleCommand(action);
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}
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private void SetCombatScope(CombatMode mode) =>
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_actions.SetCombatScope(mode switch
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{
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CombatMode.Melee => InputScope.MeleeCombat,
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CombatMode.Missile => InputScope.MissileCombat,
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CombatMode.Magic => InputScope.MagicCombat,
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_ => null,
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});
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private ResourceShutdownTransaction EnsureDetachTransaction() =>
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_detach ??= new ResourceShutdownTransaction(
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new ResourceShutdownStage("gameplay action callbacks",
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[
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new("combat mode", () => Remove(1)),
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new("dispatcher fired", () => Remove(0)),
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]));
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private void Remove(int index)
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{
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if (!_attached[index])
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return;
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switch (index)
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{
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case 0:
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_actions.RemoveFired(_fired);
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break;
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case 1:
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_combat.RemoveChanged(_combatModeChanged);
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break;
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default:
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throw new ArgumentOutOfRangeException(nameof(index));
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}
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_attached[index] = false;
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}
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}
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