Reorganize scripts into subfolders by responsibility

Move scripts under Assets/Scripts/ into Components, GameMode, Helper,
Network, Enum, Struct and ScriptableObject folders. Pure file moves
(plus folder .meta files); no code changes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-07-02 15:02:15 +02:00
1 parent 382bfb36df
commit e23fae0c50
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/// <summary>
/// Base class for a high-level game mode handled by <see cref="GameModeManager"/>.
/// Modes are plain C# classes (not MonoBehaviours); Enter/Exit/Tick are driven
/// manually by the manager. Derive from this and register an instance in
/// GameModeManager.BuildModes().
/// </summary>
public abstract class GameMode
{
protected GameModeManager Manager { get; private set; }
/// <summary>Human-readable name (shown in logs).</summary>
public abstract string DisplayName { get; }
internal void Bind(GameModeManager manager) => Manager = manager;
/// <summary>Called once when this mode becomes active.</summary>
public virtual void Enter() { }
/// <summary>Called once when this mode stops being active.</summary>
public virtual void Exit() { }
/// <summary>Called every frame while this mode is active.</summary>
public virtual void Tick() { }
/// <summary>Enables the player component and sets whether it accepts movement input.</summary>
protected void SetPlayerControl(bool controlEnabled)
{
if (Manager.Player)
{
Manager.Player.enabled = true;
Manager.Player.ControlEnabled = controlEnabled;
}
}
/// <summary>Toggles painting on the mesh painter.</summary>
protected void SetPainting(bool on)
{
if (Manager.Painter)
Manager.Painter.PaintingEnabled = on;
}
/// <summary>Enables/disables the orbit camera input component. Off while a dedicated camera rig is
/// live: the orbit rig would otherwise keep grabbing the cursor and reading the mouse every frame.</summary>
protected void SetOrbitInputEnabled(bool on)
{
if (Manager.CameraInput)
Manager.CameraInput.enabled = on;
}
}