feat(shop): add box pickup/carry, pour-into-shelf, and package flight visuals

- Carryable: generic pickup/carry component, cosmetic per-peer follow of
  the carrier's HandSocket instead of NGO reparenting (camera pitch isn't
  networked, so root-level reparenting wouldn't tilt with the view)
- PlayerCarry: mutual exclusion with PlayerHands, server-timed hold-to-pour
  tick (client only signals start/stop, never per-unit requests)
- IPourSource/IPourTarget: decouple PlayerInteractor from concrete Shop
  types, same pattern as IInteractable
- Lieferkarton: gains product data (productId/quantity), two-stage
  Interact() (open, then pick up), IPourSource
- ShelfSlot: implements IPourTarget, fills the previous RefreshVisuals TODO
- PackageDisplay: renders quantity as a proper column x row grid that
  stacks into further layers as space runs out, reused by both containers
- FlyingPackage: small non-networked cosmetic visual that arcs a package
  from the carried box to its exact landing slot in the shelf grid on
  every successful pour tick, broadcast via Rpc(SendTo.Everyone)
- StorageCrate: rejects pickup while the player is carrying a box

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
2026-08-14 20:28:55 +02:00
co-authored by Claude Sonnet 5
parent 2fd424b2bf
commit a999b0182a
19 changed files with 859 additions and 24 deletions
+82
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using System.Collections.Generic;
using UnityEngine;
namespace AfterHours.Shop
{
/// <summary>
/// Zeigt eine Stückzahl als einzelne Verpackungs-Prefabs unter einem
/// Wurzel-Transform an (Regalfach, Lieferkarton) ordentlich in einem
/// Raster (Spalten x Reihen) gestapelt, weitere Lagen stapeln sich nach
/// oben. Rein kosmetisch, läuft auf jedem Peer. Baut bei Mengenänderung
/// nur das Delta neu, nicht die komplette Anzeige wichtig beim
/// Stück-für-Stück-Ausschütten.
/// </summary>
public sealed class PackageDisplay
{
private readonly Transform _root;
private readonly int _columns;
private readonly int _rows;
private readonly Vector3 _spacing;
private readonly List<GameObject> _instances = new();
private GameObject _prefab;
public PackageDisplay(Transform root, int columns, int rows, Vector3 spacing)
{
_root = root;
_columns = Mathf.Max(1, columns);
_rows = Mathf.Max(1, rows);
_spacing = spacing;
}
/// <summary>Baut die Anzeige auf <paramref name="count"/> Instanzen an (gedeckelt bei maxVisible).</summary>
public void SetTarget(GameObject prefab, int count, int maxVisible)
{
if (_root == null) return;
if (prefab != _prefab)
{
Clear();
_prefab = prefab;
}
if (_prefab == null) return;
int target = Mathf.Clamp(count, 0, Mathf.Max(0, maxVisible));
while (_instances.Count < target)
{
var instance = Object.Instantiate(_prefab, _root);
instance.transform.localPosition = SlotLocalPosition(_instances.Count);
instance.transform.localRotation = Quaternion.identity;
_instances.Add(instance);
}
while (_instances.Count > target)
{
int last = _instances.Count - 1;
if (_instances[last] != null) Object.Destroy(_instances[last]);
_instances.RemoveAt(last);
}
}
/// <summary>Lokale Rasterposition für einen Index auch als Flug-Ziel genutzt (siehe PlayerCarry).</summary>
public Vector3 SlotLocalPosition(int index)
{
int perLayer = _columns * _rows;
int layer = index / perLayer;
int rem = index % perLayer;
int row = rem / _columns;
int col = rem % _columns;
return new Vector3(col * _spacing.x, layer * _spacing.y, row * _spacing.z);
}
public void Clear()
{
foreach (var instance in _instances)
if (instance != null) Object.Destroy(instance);
_instances.Clear();
_prefab = null;
}
}
}