Files
SixShopSimulator/Assets/Scripts/Shop/StorageCrate.cs
T
2026-08-10 19:23:04 +02:00

50 lines
1.7 KiB
C#

using AfterHours.Data;
using AfterHours.Interaction;
using AfterHours.Networking;
using Unity.Netcode;
using UnityEngine;
namespace AfterHours.Shop
{
/// <summary>
/// Lagerkiste im Backroom: hält Nachschub einer einzigen Produktsorte.
/// Spieler nehmen daraus in die Hände auf und tragen die Ware zum Regal
/// (siehe ShelfSlot.Interact).
/// </summary>
public sealed class StorageCrate : NetworkBehaviour, IInteractable
{
[SerializeField] private ProductCatalog _catalog;
[SerializeField] private int _productId = -1;
[SerializeField] private int _startingQuantity = 200;
private readonly NetworkVariable<int> _quantity = new(0);
public int ProductId => _productId;
public int Quantity => _quantity.Value;
public bool IsEmpty => _quantity.Value <= 0;
public override void OnNetworkSpawn()
{
if (IsServer) _quantity.Value = _startingQuantity;
}
public string GetPrompt(ulong clientId)
{
var product = _catalog.Get(_productId);
string name = product != null ? product.DisplayName : "?";
return IsEmpty ? $"{name} — Lager leer" : $"{name} nehmen — {_quantity.Value} im Lager";
}
/// <summary>Server: Spieler nimmt Ware in die Hände auf.</summary>
public void Interact(NetworkObject actor)
{
if (!IsServer || IsEmpty) return;
if (!actor.TryGetComponent<PlayerHands>(out var hands)) return;
int want = Mathf.Min(_quantity.Value, PlayerHands.MaxCarry);
int taken = hands.TryTake(_productId, want);
_quantity.Value -= taken;
}
}
}