refactor: unify overlay pipeline with OverlayCoordinator#1141
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Consolidate the split overlay system (TSL GameOverlay + Phaser OverlayScene) into a unified pipeline with a single coordinator class. Changes: - Create OverlayCoordinator singleton to own overlay state and coordinate TSLGameOverlayManager (3D) and OverlayScene (2D) via typed events - Remove dead code from OverlayScene (deprecated attack/vision/resource graphics that were migrated to TSL) - Implement Alt+A/Alt+V keyboard shortcuts for SC2-style hold-to-show attack and vision range overlays - Replace scattered UIStore subscriptions with coordinator-based updates - Add typed overlay events: overlay:typeChanged, overlay:rangeToggle, overlay:opacityChanged, overlay:navmeshProgress The coordinator provides a single API for input handlers and ensures consistent state across all overlay systems. https://claude.ai/code/session_01JCAYBr5BpixTZTA9Z9HMq5
Keep OverlayCoordinator-based approach for overlay management: - Use coordinator.setActiveOverlay() instead of direct refs access - Use coordinator.setShowAttackRange/VisionRange() for SC2-style hold-to-show behavior (show on keydown, hide on keyup) https://claude.ai/code/session_01JCAYBr5BpixTZTA9Z9HMq5
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Consolidate the split overlay system (TSL GameOverlay + Phaser OverlayScene) into a unified pipeline with a single coordinator class.
Changes:
The coordinator provides a single API for input handlers and ensures consistent state across all overlay systems.
https://claude.ai/code/session_01JCAYBr5BpixTZTA9Z9HMq5