using UnityEngine;
namespace AfterHours.Shop
{
///
/// Rein kosmetisches, nicht genetzwertes Flug-Visual für ein Stück Ware,
/// das vom Karton ins Regal wandert. Jeder Peer erzeugt seine eigene
/// Instanz (ausgelöst über PlayerCarry.PlayFlightRpc) – keine
/// Server-Autorität nötig, der eigentliche Bestand ist längst per
/// NetworkVariable synchron.
///
public sealed class FlyingPackage : MonoBehaviour
{
private const float ArcHeight = 0.35f;
private Vector3 _start;
private Vector3 _end;
private Quaternion _startRotation;
private Quaternion _endRotation;
private float _duration;
private float _elapsed;
public static void Spawn(GameObject prefab, Vector3 start, Vector3 end, Quaternion endRotation, float duration)
{
if (prefab == null) return;
var instance = Instantiate(prefab, start, Quaternion.identity);
var flight = instance.AddComponent();
flight.Init(start, end, endRotation, duration);
}
private void Init(Vector3 start, Vector3 end, Quaternion endRotation, float duration)
{
_start = start;
_end = end;
_startRotation = transform.rotation;
_endRotation = endRotation;
_duration = Mathf.Max(0.05f, duration);
}
private void Update()
{
_elapsed += Time.deltaTime;
float t = Mathf.Clamp01(_elapsed / _duration);
Vector3 flat = Vector3.Lerp(_start, _end, t);
float arc = ArcHeight * Mathf.Sin(t * Mathf.PI);
transform.position = flat + Vector3.up * arc;
transform.rotation = Quaternion.Slerp(_startRotation, _endRotation, t);
if (t >= 1f) Destroy(gameObject);
}
}
}