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using Unity.Netcode;
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using UnityEngine;
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namespace AfterHours.Networking
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{
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/// <summary>
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/// Einstiegspunkt für Host/Join. Bewusst minimal – Steam-Lobbies kommen
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/// später über Facepunch.Steamworks dazu (siehe docs/ROADMAP.md).
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/// </summary>
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public sealed class NetworkBootstrap : MonoBehaviour
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{
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public const int MaxPlayers = 4;
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[SerializeField] private string _gameSceneName = "Shop";
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public void HostGame()
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{
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NetworkManager.Singleton.ConnectionApprovalCallback = ApproveConnection;
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if (!NetworkManager.Singleton.StartHost())
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{
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Debug.LogError("[NetworkBootstrap] Host konnte nicht gestartet werden.");
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return;
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}
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NetworkManager.Singleton.SceneManager.LoadScene(
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_gameSceneName, UnityEngine.SceneManagement.LoadSceneMode.Single);
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}
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public void JoinGame()
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{
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if (!NetworkManager.Singleton.StartClient())
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Debug.LogError("[NetworkBootstrap] Client konnte nicht verbinden.");
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}
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public void Leave() => NetworkManager.Singleton.Shutdown();
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private void ApproveConnection(
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NetworkManager.ConnectionApprovalRequest request,
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NetworkManager.ConnectionApprovalResponse response)
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{
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bool hasRoom = NetworkManager.Singleton.ConnectedClientsIds.Count < MaxPlayers;
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response.Approved = hasRoom;
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response.CreatePlayerObject = true;
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response.Reason = hasRoom ? null : "Der Laden ist voll (max. 4 Angestellte).";
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 3f7b7e91ebc572543a8324413a34c7a9
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@@ -0,0 +1,71 @@
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using Unity.Netcode;
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using UnityEngine;
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namespace AfterHours.Networking
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{
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/// <summary>
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/// Spielerbewegung mit Client-Prediction: der Owner bewegt sich sofort,
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/// NetworkTransform repliziert. Bewegung ist der EINZIGE Bereich, in dem
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/// wir dem Client vertrauen – siehe CLAUDE.md §3.
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/// </summary>
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[RequireComponent(typeof(CharacterController))]
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public sealed class PlayerAvatar : NetworkBehaviour
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{
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[SerializeField] private float _walkSpeed = 3.4f;
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[SerializeField] private float _mouseSensitivity = 2f;
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[SerializeField] private Transform _cameraRoot;
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[SerializeField] private float _gravity = -12f;
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private CharacterController _controller;
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private float _pitch;
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private float _verticalVelocity;
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private void Awake() => _controller = GetComponent<CharacterController>();
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public override void OnNetworkSpawn()
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{
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if (!IsOwner)
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{
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if (_cameraRoot != null && _cameraRoot.GetComponentInChildren<Camera>() is { } cam)
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cam.gameObject.SetActive(false);
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enabled = false;
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return;
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}
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Cursor.lockState = CursorLockMode.Locked;
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}
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private void Update()
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{
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if (!IsOwner) return;
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Look();
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Move();
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}
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private void Look()
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{
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float mouseX = Input.GetAxis("Mouse X") * _mouseSensitivity;
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float mouseY = Input.GetAxis("Mouse Y") * _mouseSensitivity;
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transform.Rotate(Vector3.up, mouseX);
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_pitch = Mathf.Clamp(_pitch - mouseY, -85f, 85f);
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if (_cameraRoot != null)
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_cameraRoot.localRotation = Quaternion.Euler(_pitch, 0f, 0f);
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}
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private void Move()
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{
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Vector3 input = new(Input.GetAxisRaw("Horizontal"), 0f, Input.GetAxisRaw("Vertical"));
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Vector3 direction = transform.TransformDirection(Vector3.ClampMagnitude(input, 1f));
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_verticalVelocity = _controller.isGrounded
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? -1f
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: _verticalVelocity + _gravity * Time.deltaTime;
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Vector3 velocity = direction * _walkSpeed + Vector3.up * _verticalVelocity;
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_controller.Move(velocity * Time.deltaTime);
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: f88015bc4effd5b429972c480fabe831
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@@ -0,0 +1,57 @@
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using Unity.Netcode;
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using UnityEngine;
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namespace AfterHours.Networking
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{
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/// <summary>
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/// Was der Spieler gerade trägt. Server-authoritativ – der Client darf
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/// weder Produkt noch Menge selbst setzen.
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/// </summary>
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public sealed class PlayerHands : NetworkBehaviour
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{
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public const int MaxCarry = 12;
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private readonly NetworkVariable<int> _productId = new(-1);
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private readonly NetworkVariable<int> _quantity = new(0);
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public int ProductId => _productId.Value;
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public int Quantity => _quantity.Value;
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public bool IsEmpty => _quantity.Value <= 0;
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/// <summary>Serverseitig: nimmt so viel wie möglich auf, gibt die tatsächliche Menge zurück.</summary>
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public int TryTake(int productId, int quantity)
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{
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if (!IsServer) return 0;
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if (quantity <= 0) return 0;
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if (!IsEmpty && _productId.Value != productId)
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return 0; // Hände sind mit etwas anderem belegt
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int free = MaxCarry - _quantity.Value;
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int taken = Mathf.Min(free, quantity);
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if (taken <= 0) return 0;
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_productId.Value = productId;
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_quantity.Value += taken;
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return taken;
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}
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/// <summary>Serverseitig: gibt bis zu <paramref name="quantity"/> ab.</summary>
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public int TryGive(int quantity)
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{
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if (!IsServer || IsEmpty) return 0;
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int given = Mathf.Min(_quantity.Value, quantity);
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_quantity.Value -= given;
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if (_quantity.Value == 0) _productId.Value = -1;
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return given;
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}
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public void Clear()
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{
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if (!IsServer) return;
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_productId.Value = -1;
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_quantity.Value = 0;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 402647b9bce9a6a4481b75e1004e3bfb
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