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
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commit e23fae0c50
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using UnityEngine;
using UnityEngine.EventSystems;
using TMPro;
/// <summary>
/// True while the user is editing a focused on-screen text field (e.g. the paint HUD's
/// "save as" name input). Global gameplay/dev hotkeys consult this so typing a name like
/// "Checkers" doesn't also fire single-key shortcuts (C = cycle pose, K = shutdown,
/// the mode-switch key, Ctrl+Z = undo, ...).
/// </summary>
public static class TypingGuard
{
// Consulted several times per frame by the hotkey readers; the GetComponent lookups are cached
// per selected GameObject (a selection change refreshes them).
private static GameObject _cachedGo;
private static TMP_InputField _cachedTmp;
private static UnityEngine.UI.InputField _cachedLegacy;
/// <summary>A text input field is currently focused and capturing keystrokes.</summary>
public static bool IsTyping
{
get
{
var es = EventSystem.current;
if (!es) return false;
var go = es.currentSelectedGameObject;
if (!go) return false;
if (go != _cachedGo)
{
_cachedGo = go;
_cachedTmp = go.GetComponent<TMP_InputField>();
_cachedLegacy = _cachedTmp ? null : go.GetComponent<UnityEngine.UI.InputField>();
}
if (_cachedTmp) return _cachedTmp.isFocused;
return _cachedLegacy && _cachedLegacy.isFocused;
}
}
}