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FlyingPackage.Spawn(prefab, start, end, shelf.transform.rotation, _flightDuration); + FlyingPackage.Spawn(prefab, start, end, shelf.GetSlotWorldRotation(), _flightDuration); } } } diff --git a/Assets/Scripts/Shop/Lieferkarton.cs b/Assets/Scripts/Shop/Lieferkarton.cs index e52b643..cbe7216 100644 --- a/Assets/Scripts/Shop/Lieferkarton.cs +++ b/Assets/Scripts/Shop/Lieferkarton.cs @@ -29,6 +29,7 @@ namespace AfterHours.Shop [SerializeField] private int _displayColumns = 3; [SerializeField] private int _displayRows = 3; [SerializeField] private Vector3 _displaySpacing = new(0.12f, 0.1f, 0.12f); + [SerializeField] private Vector3 _displayRotationEuler = Vector3.zero; // Eine synchronisierte Variable, die den Zustand des Kartons speichert private NetworkVariable istOffen = new NetworkVariable( @@ -60,7 +61,7 @@ namespace AfterHours.Shop private void Awake() { _carryable = GetComponent(); - _packageDisplay = new PackageDisplay(_contentsRoot, _displayColumns, _displayRows, _displaySpacing); + _packageDisplay = new PackageDisplay(_contentsRoot, _displayColumns, _displayRows, _displaySpacing, _displayRotationEuler); // Start-Rotationen (Geschlossen) direkt beim Laden sichern if (deckelLinks != null) linksGeschlossen = deckelLinks.localRotation; diff --git a/Assets/Scripts/Shop/PackageDisplay.cs b/Assets/Scripts/Shop/PackageDisplay.cs index ddcbeb6..edbca66 100644 --- a/Assets/Scripts/Shop/PackageDisplay.cs +++ b/Assets/Scripts/Shop/PackageDisplay.cs @@ -17,15 +17,17 @@ namespace AfterHours.Shop private readonly int _columns; private readonly int _rows; private readonly Vector3 _spacing; + private readonly Quaternion _rotation; private readonly List _instances = new(); private GameObject _prefab; - public PackageDisplay(Transform root, int columns, int rows, Vector3 spacing) + public PackageDisplay(Transform root, int columns, int rows, Vector3 spacing, Vector3 rotationEuler = default) { _root = root; _columns = Mathf.Max(1, columns); _rows = Mathf.Max(1, rows); _spacing = spacing; + _rotation = Quaternion.Euler(rotationEuler); } /// Baut die Anzeige auf Instanzen an (gedeckelt bei maxVisible). @@ -47,7 +49,7 @@ namespace AfterHours.Shop { var instance = Object.Instantiate(_prefab, _root); instance.transform.localPosition = SlotLocalPosition(_instances.Count); - instance.transform.localRotation = Quaternion.identity; + instance.transform.localRotation = _rotation; _instances.Add(instance); } diff --git a/Assets/Scripts/Shop/ShelfSlot.cs b/Assets/Scripts/Shop/ShelfSlot.cs index ca268f4..7d6f882 100644 --- a/Assets/Scripts/Shop/ShelfSlot.cs +++ b/Assets/Scripts/Shop/ShelfSlot.cs @@ -24,6 +24,7 @@ namespace AfterHours.Shop [SerializeField] private int _displayColumns = 4; [SerializeField] private int _displayRows = 3; [SerializeField] private Vector3 _displaySpacing = new(0.1f, 0.1f, 0.1f); + [SerializeField] private Vector3 _displayRotationEuler = Vector3.zero; private readonly NetworkVariable _productId = new(-1); private readonly NetworkVariable _quantity = new(0); @@ -41,7 +42,7 @@ namespace AfterHours.Shop private PackageDisplay _packageDisplay; - private void Awake() => _packageDisplay = new PackageDisplay(_displayRoot, _displayColumns, _displayRows, _displaySpacing); + private void Awake() => _packageDisplay = new PackageDisplay(_displayRoot, _displayColumns, _displayRows, _displaySpacing, _displayRotationEuler); /// Weltposition des Rasterplatzes mit gegebenem Index – Ziel fürs Flug-Visual (siehe PlayerCarry). public Vector3 GetSlotWorldPosition(int index) @@ -49,6 +50,13 @@ namespace AfterHours.Shop return _displayRoot != null ? _displayRoot.TransformPoint(_packageDisplay.SlotLocalPosition(index)) : transform.position; } + /// Endrotation eines Pakets im Regal – muss zur ruhenden Anzeige passen, siehe PlayerCarry. + public Quaternion GetSlotWorldRotation() + { + Quaternion baseRotation = _displayRoot != null ? _displayRoot.rotation : transform.rotation; + return baseRotation * Quaternion.Euler(_displayRotationEuler); + } + public override void OnNetworkSpawn() { _quantity.OnValueChanged += (_, _) => RefreshVisuals(); diff --git a/docs/PACKAGE_DISPLAY_SETUP.md b/docs/PACKAGE_DISPLAY_SETUP.md new file mode 100644 index 0000000..b6a8f67 --- /dev/null +++ b/docs/PACKAGE_DISPLAY_SETUP.md @@ -0,0 +1,108 @@ +# Package-Anzeige einrichten (Karton & Regalfach) + +Wie man `PackageDisplay` (Karton-Inhalt, Regal-Bestand) so einstellt, dass +Verpackungen sauber ausgerichtet und ohne Überlappen im Raster liegen. +Betrifft `Lieferkarton.cs` und `ShelfSlot.cs` — beide haben dieselben vier +Inspector-Felder unter „Anzeige-Raster". + +## Kurzfassung: ja, das ist alles konfigurierbar + +Kein Code nötig. Vier Felder pro Objekt: + +| Feld | Bedeutung | +|--------------------------|--------------------------------------------------------------| +| `_displayColumns` | Päckchen pro Reihe (X-Achse im lokalen Raum) | +| `_displayRows` | Reihen pro Lage (Z-Achse), bevor eine neue Lage nach oben beginnt | +| `_displaySpacing` | Abstand zwischen Päckchen-Mittelpunkten (X/Y/Z in Metern) | +| `_displayRotationEuler` | Zusätzliche Rotation (Grad), mit der jedes Päckchen platziert wird | + +Die Formel dahinter (`PackageDisplay.SlotLocalPosition`): + +``` +Lage = Index / (Spalten × Reihen) +Rest = Index % (Spalten × Reihen) +Reihe = Rest / Spalten +Spalte= Rest % Spalten + +Position = (Spalte × spacing.x, Lage × spacing.y, Reihe × spacing.z) +``` + +## Warum die Päckchen "komisch" aussehen + +Zwei typische Ursachen — beide liegen am **Prefab selbst**, nicht am Raster-Code: + +### 1. Falscher Pivot (Ursprung) im Prefab + +`PackageDisplay` setzt `transform.localPosition` direkt auf die berechnete +Rasterposition — **bezogen auf den Ursprung (Pivot) des Prefabs**, nicht auf +seine sichtbare Bounding Box. Sitzt der Pivot z. B. an einer Ecke statt im +Zentrum/am Boden-Mittelpunkt der Verpackung, wirkt die Platzierung „verschoben" +oder die Päckchen scheinen im Boden zu versinken bzw. zu schweben. + +**Fix:** Pivot des `PackagePrefab` im 3D-Tool (Blender) auf den Boden- +Mittelpunkt setzen, bevor es exportiert/als Prefab gebaut wird. Faustregel: +wenn's wie eine Kiste auf dem Boden stehen soll, Pivot unten-mittig; wenn's im +Regal frei "schwebend zentriert" wirken soll, Pivot im geometrischen Zentrum. + +### 2. Falsche Grundausrichtung im Prefab + +Bisher wurde jedes Päckchen mit `Quaternion.identity` platziert — also exakt +so gedreht, wie es importiert wurde. Wurde das Modell in Blender nicht +"aufrecht" (Unity: +Y = oben, +Z = vorne) exportiert, liegen die Päckchen im +Raster auf der Seite oder verdreht. + +**Fix jetzt eingebaut:** `_displayRotationEuler` gleicht das aus, ohne das +Modell neu exportieren zu müssen. Einfach im Inspector die nötige Korrektur +eintragen (z. B. `(-90, 0, 0)`, falls das Modell "liegend" exportiert wurde +und eigentlich aufrecht stehen sollte) — Werte am besten per Trial-and-Error +im Play-Mode justieren, man sieht die Wirkung sofort. + +## Spacing & Größe aufeinander abstimmen + +`_displaySpacing` ist der Abstand zwischen den **Mittelpunkten** benachbarter +Päckchen, keine automatische Kollisionsvermeidung. Zu klein → Päckchen +überlappen sich sichtbar. Zu groß → unnötige Lücken, und es passen weniger +rein als gedacht. + +So ermittelst du einen guten Wert: + +1. Das `PackagePrefab` per Drag&Drop in eine leere Szene ziehen (oder im + Project-Fenster anklicken und die Bounds im Scene-View-Gizmo ablesen). +2. Größte Kantenlänge in Metern ablesen (Unity: 1 Unit = 1 Meter). +3. `_displaySpacing` je Achse auf **Kantenlänge × ca. 1,1–1,3** setzen (kleiner + Puffer gegen Berührung/Z-Fighting). + +Beispiel: Päckchen ist 0,08 m breit/tief, 0,12 m hoch → +`_displaySpacing ≈ (0.10, 0.14, 0.10)`. + +## Spalten/Reihen an die Behälter-Größe anpassen + +- **Lieferkarton**: `_displayColumns`/`_displayRows` grob an die + Innenmaße des Kartons anpassen (Spalten × Reihen × Spacing sollte nicht + größer sein als die Kartonöffnung — sonst "schwebt" ein Teil der Päckchen + sichtbar über dem Kartonrand). +- **ShelfSlot**: analog zur `_capacityUnits`/Fachbreite. Aktuell Default + 4×3 = 12 Plätze pro Lage, passend zur Standard-`_capacityUnits: 12` bei + `ShelfSize.Small`. Bei größeren Produkten (`Medium`/`Large`, siehe + `ProductDefinition.ShelfSize`) verringert sich die effektive Kapazität + automatisch (`ShelfSlot.Capacity()`) — Raster-Werte ggf. mit anpassen, + damit die sichtbare Anzeige zur tatsächlichen Kapazität passt. + +## Troubleshooting + +| Symptom | Wahrscheinliche Ursache | Fix | +|--------------------------------------------|---------------------------------------------|-----| +| Päckchen liegen auf der Seite / verdreht | Prefab-Grundausrichtung falsch | `_displayRotationEuler` justieren | +| Päckchen schweben über/versinken im Boden | Pivot des Prefabs nicht am Boden-Mittelpunkt| Pivot in Blender korrigieren, oder `_displaySpacing.y`/Lagenhöhe grob kompensieren | +| Päckchen überlappen sich sichtbar | `_displaySpacing` kleiner als Prefab-Größe | Spacing erhöhen (siehe Formel oben) | +| Zu viele/wenige Päckchen sichtbar | `_maxVisiblePackages` (Karton) bzw. `Capacity()` (Regal) vs. Raster-Kapazität passen nicht zusammen | `_displayColumns × _displayRows` an tatsächliche Kapazität anpassen | +| Fliegendes Päckchen landet anders gedreht als die ruhenden im Regal | War bis eben ein Bug (Flug nutzte rohe Transform-Rotation statt `_displayRotationEuler`) | Bereits gefixt: `ShelfSlot.GetSlotWorldRotation()` berücksichtigt jetzt beide | + +## Kurz zusammengefasst + +Keine der Zahlen ist "fest verdrahtet" — alle vier Felder sind Inspector- +Werte, extra dafür da, unterschiedliche Produkt-Prefabs ohne Code-Änderung +einzupassen. Der eigentliche Hebel für "richtig ausgerichtet" ist aber meist +der Pivot/die Grundrotation des Prefabs selbst — das Raster kann nur die +*Anordnung*, nicht die *Modellierung* korrigieren (außer über +`_displayRotationEuler` als Ausgleich).