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Hide target selection circle for gameobjects
- gate selection-circle rendering to UNIT and PLAYER targets only - clear selection circle for non-unit target types (including gameobjects) - keep target position updates unchanged for facing/interaction logic
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1 changed files with 8 additions and 1 deletions
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@ -415,6 +415,7 @@ void GameScreen::render(game::GameHandler& gameHandler) {
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renderer->setTargetPosition(&targetGLPos);
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// Selection circle color: WoW-canonical level-based colors
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bool showSelectionCircle = false;
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glm::vec3 circleColor(1.0f, 1.0f, 0.3f); // default yellow
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float circleRadius = 1.5f;
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{
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@ -426,6 +427,7 @@ void GameScreen::render(game::GameHandler& gameHandler) {
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}
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}
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if (target->getType() == game::ObjectType::UNIT) {
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showSelectionCircle = true;
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auto unit = std::static_pointer_cast<game::Unit>(target);
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if (unit->getHealth() == 0 && unit->getMaxHealth() > 0) {
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circleColor = glm::vec3(0.5f, 0.5f, 0.5f); // gray (dead)
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@ -448,9 +450,14 @@ void GameScreen::render(game::GameHandler& gameHandler) {
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circleColor = glm::vec3(0.3f, 1.0f, 0.3f); // green (friendly)
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}
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} else if (target->getType() == game::ObjectType::PLAYER) {
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showSelectionCircle = true;
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circleColor = glm::vec3(0.3f, 1.0f, 0.3f); // green (player)
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}
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renderer->setSelectionCircle(targetGLPos, circleRadius, circleColor);
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if (showSelectionCircle) {
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renderer->setSelectionCircle(targetGLPos, circleRadius, circleColor);
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} else {
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renderer->clearSelectionCircle();
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}
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} else {
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renderer->setTargetPosition(nullptr);
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renderer->clearSelectionCircle();
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