Files
SixShopSimulator/Assets/Scripts/Shop/PackageDisplay.cs
T
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

83 lines
2.8 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
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;
}
}
}