Working on UI improvement
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@@ -51,12 +51,11 @@ namespace ZL
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std::vector<InteractiveObject> interactiveObjects;
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std::unique_ptr<Character> player;
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std::vector<std::unique_ptr<Character>> npcs;
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float cameraAzimuth = 0.0f;
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float cameraInclination = M_PI * 30.f / 180.f;
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float cameraAzimuth = -2.35;
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float cameraInclination = 1.1036;//M_PI * 30.f / 180.f;
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std::vector<PathFinder> navigationMaps;
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PathFinder* navigation = nullptr;
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@@ -87,6 +86,10 @@ namespace ZL
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// Read by draw functions and raycast — do not write from Location code.
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bool isDarklands = false;
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// Called when the player successfully taps the ground and a floor walk target is set.
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// Used by the tutorial system to detect the "tap to walk" gesture.
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std::function<void()> onPlayerFloorWalk;
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// Set by Game after setup(). Lua and onDeathAnimComplete call this to
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// request the transition without coupling Location to Game directly.
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std::function<bool()> requestDarklandsTransition;
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