svenm_adminandClaude Sonnet 5 a999b0182a 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>
2026-08-14 20:28:55 +02:00
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AfterHours

Koop-Ladensimulator für 24 Spieler. Unity 6 LTS / C# / Netcode for GameObjects.

Stand

Code-Gerüst ohne Unity-Projektdateien. Assets/Scripts/ in ein frisches Unity-6-Projekt kopieren, dann docs/ROADMAP.md Meilenstein 0 abarbeiten.

Für Claude Code

Alles Wesentliche steht in CLAUDE.md. Die zwei harten Regeln vorab:

  1. Der Host simuliert, Clients fragen an (§3).
  2. Zielrating ist Mature, nicht Adult Only (§7).

Doku

  • docs/DESIGN.md — Spielmechanik
  • docs/ARCHITECTURE.md — Autoritätsmodell, Netzwerk, Testen
  • docs/ROADMAP.md — Aufgaben nach Meilensteinen
S
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