113 lines
3.9 KiB
C#
113 lines
3.9 KiB
C#
using AfterHours.Data;
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using AfterHours.Interaction;
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using AfterHours.Networking;
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using Unity.Netcode;
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using UnityEngine;
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namespace AfterHours.Shop
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{
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/// <summary>
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/// Ein Regalfach: hält genau eine Produktsorte. Auffüllen geht über
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/// Interact(), Entnahme durch Kunden serverseitig über TakeOne().
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/// </summary>
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public sealed class ShelfSlot : NetworkBehaviour, IInteractable
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{
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[SerializeField] private ProductCatalog _catalog;
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[SerializeField] private int _capacityUnits = 12;
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[Tooltip("Ist dieses Fach vom Schaufenster aus einsehbar? Setzt der Level-Designer.")]
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[SerializeField] private bool _exposedToStreet;
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[SerializeField] private Transform _displayRoot;
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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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private readonly NetworkVariable<float> _price = new(0f);
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public int ProductId => _productId.Value;
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public int Quantity => _quantity.Value;
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public float Price => _price.Value;
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public bool ExposedToStreet => _exposedToStreet;
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public bool IsEmpty => _quantity.Value <= 0;
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public override void OnNetworkSpawn()
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{
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_quantity.OnValueChanged += (_, _) => RefreshVisuals();
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_productId.OnValueChanged += (_, _) => RefreshVisuals();
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RefreshVisuals();
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if (IsServer) ShelfRegistry.Instance.Register(this);
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}
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public override void OnNetworkDespawn()
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{
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if (IsServer) ShelfRegistry.Instance.Unregister(this);
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}
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public string GetPrompt(ulong clientId)
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{
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if (IsEmpty) return "Regal befüllen";
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var product = _catalog.Get(_productId.Value);
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string name = product != null ? product.DisplayName : "?";
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return $"{name} — {_quantity.Value}/{Capacity()} — {_price.Value:0.00} €";
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}
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/// <summary>Server: Spieler füllt aus der Hand auf.</summary>
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public void Interact(NetworkObject actor)
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{
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if (!IsServer) return;
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if (!actor.TryGetComponent<PlayerHands>(out var hands) || hands.IsEmpty) return;
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// Fach ist mit anderer Ware belegt -> nichts tun.
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if (!IsEmpty && _productId.Value != hands.ProductId) return;
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int free = Capacity() - _quantity.Value;
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if (free <= 0) return;
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int moved = hands.TryGive(Mathf.Min(free, hands.Quantity));
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if (moved <= 0) return;
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if (IsEmpty)
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{
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_productId.Value = hands.ProductId >= 0 ? hands.ProductId : _productId.Value;
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var def = _catalog.Get(_productId.Value);
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if (def != null && _price.Value <= 0f) _price.Value = def.RecommendedPrice;
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}
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_quantity.Value += moved;
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}
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/// <summary>Server: Kunde entnimmt ein Stück.</summary>
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public bool TakeOne()
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{
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if (!IsServer || IsEmpty) return false;
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_quantity.Value--;
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if (_quantity.Value == 0) _productId.Value = -1;
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return true;
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}
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/// <summary>Server: Preis setzen (vom Preis-UI aus).</summary>
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public void SetPrice(float price)
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{
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if (!IsServer) return;
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_price.Value = Mathf.Max(0.01f, price);
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}
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/// <summary>Kapazität in Stück, abhängig von der Produktgröße.</summary>
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private int Capacity()
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{
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var product = _catalog.Get(_productId.Value);
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int size = product != null ? (int)product.ShelfSize : 1;
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return Mathf.Max(1, _capacityUnits / size);
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}
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private void RefreshVisuals()
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{
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// TODO: Verpackungs-Prefabs nach Menge ein-/ausblenden (Object Pool).
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// Läuft auf allen Peers, rein kosmetisch.
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}
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}
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}
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