Camera & Movement
Fixed-angle top-down camera with a 4-level priority system
What: A top-down camera mode that plugs into Lyra's stackable camera system. Fixed angle, configurable pitch and distance, smooth follow using interpolation that snaps on activation to prevent lerping from stale positions. The camera locks controller rotation to the camera angle, so WASD maps to screen directions correctly. Built a 4-level camera priority chain into the hero component: Debug (highest, dev-only overrides) > Cinematic (cutscenes, boss intros) > Ability (temporary overrides from active abilities) > Default (from character data). Only Default is active right now, but the chain is ready. Separate movement config component disables controller-driven yaw and enables orient-to-movement. Without this, characters moonwalk. When the aim system came online later, it overrides this: the character faces where the player aims instead.
Why: Camera and movement are the foundation. Aim, combat, and everything downstream depend on them.
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