diff --git a/.claude/CLAUDE.md b/.claude/CLAUDE.md index 57d8bb9c..af152264 100644 --- a/.claude/CLAUDE.md +++ b/.claude/CLAUDE.md @@ -171,14 +171,28 @@ World objects (pickables, harvestables) are **not** NetworkObjects. They use the owns a synced set of inactive ids + server-side authority (health, loot, drops) via RPC. Add new harvestable/pickable-like world state here, not as per-object NetworkObjects. `ItemData` cannot cross the wire — map items to ids through `ItemDatabase` -(**Tools ▸ Ashwild ▸ Rebuild Item Database** after adding items). `BuildRegistry` + -`BuildableDatabase` mirror this for placed structures (which also accumulate to high counts). +(**Tools ▸ Ashwild ▸ Rebuild Item Database** after adding items). -This "no NetworkObjects" rule targets **high-count** world state (thousands of scatter objects, -hundreds of builds) — making those NetworkObjects would flood the network. It is **not** absolute: -a **transient, low-count** object that moves and needs smooth replication — the build ghost, one -per player — is the case where a real **NetworkObject + client-authoritative NetworkTransform** -is the better tool, and `BuildRegistry` spawns it as such. Pick by count and lifetime, not dogma. +**Placed structures are the deliberate exception — they ARE NetworkObjects.** `BuildRegistry` spawns +every committed build server-side (`ServerManager.Spawn`) and each one carries its own state on its +own `BuiltStructure`. This used to be a data registry (a `SyncList` of pose records each client +instantiated locally), and it was changed on purpose: the records never saved the GameObjects — those +were instantiated locally anyway, so memory, colliders and draw calls were identical — they only saved +FishNet's per-object bookkeeping, and they forced a **second, incompatible mechanism** for any build +with real state (chests, cooking stations). One mechanism for walls, chests and campfires alike is +worth the bookkeeping at co-op base scale. Buildables still cross the wire as ids through +`BuildableDatabase`. + +This "no NetworkObjects" rule targets genuinely **high-count, stateless** world state — the thousands +of scatter objects — where a per-object NetworkObject buys nothing. It is **not** a blanket ban, and +two cases deliberately go the other way: + +- **Placed structures** (hundreds, and many of them stateful) — server-spawned NetworkObjects, see above. +- **The build ghost** (transient, one per player, moves every frame) — a NetworkObject with a + client-authoritative NetworkTransform, spawned by `BuildRegistry`. + +Pick by **state and count together**, not by count alone: the moment an object needs its own +replicated state, a data registry means hand-rolling what FishNet already does per object. ### Shared interactables (cooking stations, future chests/benches) diff --git a/Assets/Animated PBR Chest _Wood_Demo.png b/Assets/Animated PBR Chest _Wood_Demo.png new file mode 100644 index 00000000..cbf245ee Binary files /dev/null and b/Assets/Animated PBR Chest _Wood_Demo.png differ diff --git a/Assets/Animated PBR Chest _Wood_Demo.png.meta b/Assets/Animated PBR Chest _Wood_Demo.png.meta new file mode 100644 index 00000000..4b8c1160 --- /dev/null +++ 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a/Assets/FishNet/Demos/Benchmarks/NetworkTransform/Prefabs/NetworkTransform Benchmark 3D Rigidbodies.prefab +++ b/Assets/FishNet/Demos/Benchmarks/NetworkTransform/Prefabs/NetworkTransform Benchmark 3D Rigidbodies.prefab @@ -249,7 +249,7 @@ MonoBehaviour: _spectatorInterpolation: 2 _enableTeleport: 0 _teleportThreshold: 1 - k__BackingField: 8 + k__BackingField: 7 k__BackingField: 0 k__BackingField: 8265366384202762268 SceneId: 0 @@ -277,7 +277,7 @@ MonoBehaviour: _initializeOrder: 0 _preventDespawnOnDisconnect: 0 _defaultDespawnType: 0 - _initializedTimestamp: -8584181721604556210 + _initializedTimestamp: -8584169414543529327 --- !u!114 &6130968803401110125 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/Assets/FishNet/Demos/Benchmarks/NetworkTransform/Prefabs/NetworkTransform Benchmark Cubes.prefab b/Assets/FishNet/Demos/Benchmarks/NetworkTransform/Prefabs/NetworkTransform Benchmark Cubes.prefab index 7e9680da..b754a894 100644 --- a/Assets/FishNet/Demos/Benchmarks/NetworkTransform/Prefabs/NetworkTransform Benchmark Cubes.prefab +++ b/Assets/FishNet/Demos/Benchmarks/NetworkTransform/Prefabs/NetworkTransform Benchmark Cubes.prefab @@ -65,7 +65,7 @@ MonoBehaviour: _spectatorInterpolation: 2 _enableTeleport: 0 _teleportThreshold: 1 - k__BackingField: 16 + k__BackingField: 19 k__BackingField: 0 k__BackingField: 17307177893486029436 SceneId: 0 @@ -93,7 +93,7 @@ MonoBehaviour: _initializeOrder: 0 _preventDespawnOnDisconnect: 0 _defaultDespawnType: 0 - _initializedTimestamp: -8584181721604556210 + _initializedTimestamp: -8584169414543529327 --- !u!114 &6667641716399555817 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/Assets/FishNet/Demos/Benchmarks/NetworkTransform/Prefabs/NetworkTransform Benchmark Rigidbodies.prefab b/Assets/FishNet/Demos/Benchmarks/NetworkTransform/Prefabs/NetworkTransform Benchmark Rigidbodies.prefab index d8700b59..28adf290 100644 --- a/Assets/FishNet/Demos/Benchmarks/NetworkTransform/Prefabs/NetworkTransform Benchmark Rigidbodies.prefab +++ b/Assets/FishNet/Demos/Benchmarks/NetworkTransform/Prefabs/NetworkTransform Benchmark Rigidbodies.prefab @@ -66,7 +66,7 @@ MonoBehaviour: _spectatorInterpolation: 2 _enableTeleport: 0 _teleportThreshold: 1 - k__BackingField: 11 + k__BackingField: 12 k__BackingField: 0 k__BackingField: 13441272123366128544 SceneId: 0 @@ -94,7 +94,7 @@ MonoBehaviour: _initializeOrder: 0 _preventDespawnOnDisconnect: 0 _defaultDespawnType: 0 - _initializedTimestamp: -8584181721604556210 + _initializedTimestamp: -8584169414543529327 --- !u!114 &6130968803401110125 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/Assets/FishNet/Demos/ColliderRollback/Prefabs/Player.prefab b/Assets/FishNet/Demos/ColliderRollback/Prefabs/Player.prefab index 21dd1d56..99ddf66a 100644 --- a/Assets/FishNet/Demos/ColliderRollback/Prefabs/Player.prefab +++ b/Assets/FishNet/Demos/ColliderRollback/Prefabs/Player.prefab @@ -66,7 +66,7 @@ MonoBehaviour: _spectatorInterpolation: 1 _enableTeleport: 0 _teleportThreshold: 1 - k__BackingField: 7 + k__BackingField: 6 k__BackingField: 0 k__BackingField: 7357667251099481026 SceneId: 0 @@ -95,7 +95,7 @@ MonoBehaviour: _initializeOrder: 0 _preventDespawnOnDisconnect: 0 _defaultDespawnType: 0 - _initializedTimestamp: -8584181721604556210 + _initializedTimestamp: -8584169414543529327 --- !u!114 &2759061792589502182 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/Assets/FishNet/Demos/HashGrid/Prefabs/HashGrid_Moving.prefab b/Assets/FishNet/Demos/HashGrid/Prefabs/HashGrid_Moving.prefab index e92f730c..23f44dd0 100644 --- a/Assets/FishNet/Demos/HashGrid/Prefabs/HashGrid_Moving.prefab +++ b/Assets/FishNet/Demos/HashGrid/Prefabs/HashGrid_Moving.prefab @@ -156,7 +156,7 @@ MonoBehaviour: _spectatorInterpolation: 2 _enableTeleport: 0 _teleportThreshold: 1 - k__BackingField: 12 + k__BackingField: 13 k__BackingField: 0 k__BackingField: 15851448279207409322 SceneId: 0 @@ 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b/Assets/FishNet/Demos/Prediction/CharacterController/Prefabs/CharacterControllerPrediction.prefab index 770b4d68..66408a42 100644 --- a/Assets/FishNet/Demos/Prediction/CharacterController/Prefabs/CharacterControllerPrediction.prefab +++ b/Assets/FishNet/Demos/Prediction/CharacterController/Prefabs/CharacterControllerPrediction.prefab @@ -85,7 +85,7 @@ MonoBehaviour: _spectatorInterpolation: 2 _enableTeleport: 0 _teleportThreshold: 1 - k__BackingField: 9 + k__BackingField: 8 k__BackingField: 0 k__BackingField: 8652468816125699328 SceneId: 0 @@ -114,7 +114,7 @@ MonoBehaviour: _initializeOrder: 0 _preventDespawnOnDisconnect: 0 _defaultDespawnType: 0 - _initializedTimestamp: -8584181721604556210 + _initializedTimestamp: -8584169414543529327 --- !u!143 &4148834954576211901 CharacterController: m_ObjectHideFlags: 0 diff --git a/Assets/FishNet/Demos/Prediction/Rigidbody/Scripts/Prefabs/RigidbodyPrediction.prefab b/Assets/FishNet/Demos/Prediction/Rigidbody/Scripts/Prefabs/RigidbodyPrediction.prefab index e4986183..68b85cff 100644 --- a/Assets/FishNet/Demos/Prediction/Rigidbody/Scripts/Prefabs/RigidbodyPrediction.prefab +++ b/Assets/FishNet/Demos/Prediction/Rigidbody/Scripts/Prefabs/RigidbodyPrediction.prefab @@ -399,7 +399,7 @@ MonoBehaviour: _initializeOrder: 0 _preventDespawnOnDisconnect: 0 _defaultDespawnType: 0 - _initializedTimestamp: -8584181721604556210 + _initializedTimestamp: -8584169414543529327 --- !u!54 &1517669882 Rigidbody: m_ObjectHideFlags: 0 diff --git a/Assets/FishNet/Demos/SceneManager (Old Examples)/Prefabs/Player.prefab b/Assets/FishNet/Demos/SceneManager (Old Examples)/Prefabs/Player.prefab index 9117ac49..4fd572cb 100644 --- a/Assets/FishNet/Demos/SceneManager (Old Examples)/Prefabs/Player.prefab +++ b/Assets/FishNet/Demos/SceneManager (Old Examples)/Prefabs/Player.prefab @@ -319,7 +319,7 @@ MonoBehaviour: _spectatorInterpolation: 2 _enableTeleport: 0 _teleportThreshold: 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fda48d70f282f6c4b9dda3a7533e947b, type: 3} propertyPath: WasActiveDuringEdit @@ -3854,7 +3882,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 7847709848979142105, guid: 6a3ea20bb46e81c44ad6959bbe90e0dd, type: 3} propertyPath: SceneId - value: 3170892597 + value: 4271586359 objectReference: {fileID: 0} - target: {fileID: 7847709848979142105, guid: 6a3ea20bb46e81c44ad6959bbe90e0dd, type: 3} propertyPath: WasActiveDuringEdit diff --git a/Assets/GAME/Script/Building/BuildGhost.cs b/Assets/GAME/Script/Building/BuildGhost.cs index bbaf4888..8f329fdd 100644 --- a/Assets/GAME/Script/Building/BuildGhost.cs +++ b/Assets/GAME/Script/Building/BuildGhost.cs @@ -3,13 +3,41 @@ using UnityEngine; namespace Ashwild.Building { /// - /// Placement validity for a build ghost. Each frame BuildManager calls Evaluate with the - /// obstruction mask it owns (configured in one place, not per ghost prefab), which box-overlaps - /// the ghost's footprint against those layers (other structures, props, players — never the - /// ground it rests on) and shows the result by adding a valid or invalid overlay material on top - /// of each renderer's base materials (not by tinting them). BuildManager reads - /// to allow or block the build. The footprint collider is only a bounds source: the overlap test - /// reads its dimensions directly rather than relying on physics contacts. + /// Why a placement is or is not allowed. Produced in one place (BuildManager.EvaluatePlacement) and + /// consumed by both the ghost's look and the confirm gate, so the preview can never disagree with + /// what pressing the button actually does — the two used to be decided separately and could drift. + /// + /// Splitting the failure into distinct reasons is the point: a single "invalid" state left the + /// player staring at a red ghost with no way to tell a blocked spot from an unpayable one. + /// + public enum PlacementVerdict + { + /// Buildable here, right now. + Valid, + + /// The footprint overlaps something on the obstruction layers. + Blocked, + + /// The structure requires a socket connection (PlacementSupport.SnapOnly) and has none. + Unsupported, + + /// The spot itself is fine, but the player cannot pay the cost. + Unaffordable + } + + /// + /// The visual state of a build ghost — a pure view over a . + /// + /// It decides nothing: BuildManager owns the layer masks, runs the obstruction query and produces + /// the verdict, then hands it here to be rendered. (It used to run the overlap itself using a mask + /// passed in from outside, which mixed deciding with displaying and put the physics query away from + /// the data that configures it.) + /// + /// The look is applied by ADDING an overlay material on top of each renderer's authored materials + /// rather than replacing them, so the model keeps its own look underneath the tint. The footprint + /// BoxCollider is exposed purely as a bounds source — it stays disabled on the prefab, because the + /// obstruction mask includes the layer the ghost itself sits on and an enabled collider would make + /// the preview report itself as blocked. /// [DisallowMultipleComponent] public class BuildGhost : MonoBehaviour @@ -17,47 +45,54 @@ namespace Ashwild.Building #region Serialized Fields [Header("Footprint")] - [Tooltip("Box whose bounds define the volume tested for obstructions. Sized in the prefab.")] + [Tooltip("Box whose bounds define the volume tested for obstructions. Sized in the prefab, and kept disabled — it is read as dimensions, never used for physics contacts.")] [SerializeField] private BoxCollider footprint; [Header("Overlay Materials")] [Tooltip("Renderers the overlay is added onto. Auto-filled from children if left empty.")] [SerializeField] private Renderer[] renderers; - [Tooltip("Material added on top of the base ones when the spot is buildable (green).")] + [Tooltip("Added on top of the base materials when the spot is buildable (green).")] [SerializeField] private Material validOverlay; - [Tooltip("Material added on top of the base ones when the spot is blocked (red).")] + [Tooltip("Added for every reason the build is refused — blocked, unsupported or unaffordable.")] [SerializeField] private Material invalidOverlay; #endregion #region State - /// - /// Whether the ghost is currently on a buildable spot (no obstruction overlap). - /// - public bool IsValid { get; private set; } - /// /// Each renderer's original materials, so the overlay can be appended without losing them. /// private Material[][] baseMaterials; /// - /// The validity reflected by the currently applied overlay, so we only swap on a real change. + /// The overlay currently applied, so we only rebuild the material lists when it actually changes. /// - private bool lastValid; + private Material lastOverlay; private bool overlayApplied; - private readonly Collider[] overlapResults = new Collider[8]; + #endregion + + #region Public API + + /// + /// The footprint volume, for BuildManager to read its centre and size when testing obstructions. + /// Null on a ghost authored without one, which BuildManager treats as "never obstructed". + /// + public BoxCollider Footprint => footprint; #endregion #region Unity Lifecycle /// - /// Auto-collects renderers when none were assigned and caches their base materials. + /// Auto-collects renderers when none were assigned, caches their base materials, then shows the + /// valid overlay immediately so the ghost reads as a semi-transparent preview from the very first + /// frame — on every client, not just the owner. On a remote copy nobody runs the evaluation, so + /// without this the ghost would sit in its opaque base materials until (and unless) a validity + /// update lands; the owner's own evaluation overrides this on its next frame anyway. /// private void Awake() { @@ -67,53 +102,46 @@ namespace Ashwild.Building baseMaterials = new Material[renderers.Length][]; for (int i = 0; i < renderers.Length; i++) baseMaterials[i] = renderers[i] != null ? renderers[i].sharedMaterials : new Material[0]; + + SetOverlay(validOverlay); } #endregion - #region Public API + #region Display /// - /// Re-tests the footprint against the obstruction layers (passed in by BuildManager, which - /// owns the mask so it is configured in one place), swaps the overlay material when validity - /// changed, and returns the result. A ghost with no footprint is always considered valid. + /// Shows the look matching a verdict. The single entry point the owner drives every frame. + /// Every refusal shares the one invalid material — the verdict still distinguishes the reasons for + /// the confirm gate (and for anything that wants to surface them later), the preview just does not + /// colour-code them. /// - public bool Evaluate(LayerMask obstructionMask) - { - IsValid = !IsObstructed(obstructionMask); - - if (!overlayApplied || IsValid != lastValid) - { - ApplyOverlay(IsValid ? validOverlay : invalidOverlay); - lastValid = IsValid; - overlayApplied = true; - } - - return IsValid; - } - - #endregion - - #region Internal + public void SetState(PlacementVerdict verdict) + => SetOverlay(verdict == PlacementVerdict.Valid ? validOverlay : invalidOverlay); /// - /// Box-overlaps the footprint against the obstruction layers, ignoring triggers. + /// Applies the shared valid/blocked look on a remote copy from the placer's replicated spot + /// validity (routed through BuildRegistry). Remotes only ever see these two states — the placer's + /// private "unaffordable" and "unsupported" reasons are never sent — so a teammate sees green on + /// a buildable spot and red otherwise, matching where the placer can actually build. /// - private bool IsObstructed(LayerMask obstructionMask) + public void SetRemoteValidity(bool valid) => SetOverlay(valid ? validOverlay : invalidOverlay); + + /// + /// Sets the current overlay, rebuilding the renderers' material lists only when it actually + /// changes — the single funnel every state path goes through, so the change-guard stays in one place. + /// + private void SetOverlay(Material overlay) { - if (footprint == null) return false; - - Transform t = footprint.transform; - Vector3 center = t.TransformPoint(footprint.center); - Vector3 halfExtents = Vector3.Scale(footprint.size, t.lossyScale) * 0.5f; - - int count = Physics.OverlapBoxNonAlloc(center, halfExtents, overlapResults, t.rotation, obstructionMask, QueryTriggerInteraction.Ignore); - return count > 0; + if (overlayApplied && overlay == lastOverlay) return; + ApplyOverlay(overlay); + lastOverlay = overlay; + overlayApplied = true; } /// - /// Rebuilds each renderer's material list as "base materials + overlay", so the overlay - /// draws on top of the model instead of replacing it. Skips when no overlay is assigned. + /// Rebuilds each renderer's material list as "base materials + overlay", so the overlay draws on + /// top of the model instead of replacing it. Skips when no overlay is assigned. /// private void ApplyOverlay(Material overlay) { diff --git a/Assets/GAME/Script/Building/BuildManager.cs b/Assets/GAME/Script/Building/BuildManager.cs index 1d64210f..32addaa6 100644 --- a/Assets/GAME/Script/Building/BuildManager.cs +++ b/Assets/GAME/Script/Building/BuildManager.cs @@ -67,6 +67,9 @@ namespace Ashwild.Building [Tooltip("Layers that block a build (structures, props, players). Must NOT include the ground.")] [SerializeField] private LayerMask obstructionMask; + [Tooltip("Metres shaved off each side of the footprint before testing obstructions. Connected pieces meet exactly flush, so without a small inset every snapped build would report its own neighbour as blocking. Keep it well under the thinnest structure.")] + [SerializeField] private float obstructionPadding = 0.03f; + [Header("Demolition")] [Tooltip("Layers the demolition aim can hit to target a committed structure. Narrow this to the structures' layer so walls, roofs, etc. are the only demolishable hits.")] [SerializeField] private LayerMask buildMask = ~0; @@ -74,6 +77,10 @@ namespace Ashwild.Building [Tooltip("Overlay material added on top of the aimed build while it is the demolition target (e.g. a translucent red 'about to break' pass). Should be a transparent/additive material since it draws over the model.")] [SerializeField] private Material demolitionMaterial; + [Header("Hammer Wear")] + [Tooltip("Durability (uses) spent on the equipped hammer for each successful placement or demolition. Requires the hammer's ItemData to be uses-tracked (Has Uses + Max Uses). A depleted hammer blocks building/demolishing until repaired. Set to 0 for a hammer that never wears.")] + [SerializeField] private int hammerUsesPerAction = 1; + #endregion #region State @@ -98,9 +105,17 @@ namespace Ashwild.Building /// The live networked ghost we own and drive, or null while idle or awaiting its spawn. /// private GameObject ghost; - private BuildGhost ghostValidity; + private BuildGhost ghostView; private BuildSnapPoint[] ghostSnaps; + /// + /// Whether the ghost's current pose came from a socket connection rather than the free/grid aim. + /// Kept as state rather than recomputed because the pose and the validity check happen in two + /// steps, and because a frame whose aim ray hits nothing leaves the ghost — and so its + /// connection — exactly as it was. + /// + private bool ghostIsConnected; + /// /// The ghost's current yaw for grid placement, stepped by the scroll wheel. /// @@ -128,7 +143,20 @@ namespace Ashwild.Building /// private int spawnToken; + /// + /// Last spot validity pushed to teammates (-1 = none sent yet, 0 = invalid, 1 = valid), so the + /// networked ghost overlay is only replicated when it actually flips — never every frame. + /// + private int lastSentValidity = -1; + private readonly Collider[] snapResults = new Collider[16]; + private readonly Collider[] obstructionResults = new Collider[8]; + + /// + /// Floor for the padded half-extents, so a very thin piece (a floor slab a few centimetres deep) + /// cannot have the inset collapse its footprint to zero — or invert it — and stop testing at all. + /// + private const float MinHalfExtent = 0.01f; /// /// Reused buffer for the active build's cost lines, rebuilt and pushed to the crosshair each @@ -163,7 +191,7 @@ namespace Ashwild.Building { PlayerEvents.BuildMenuOpenChanged += HandleMenuOpenChanged; PlayerEvents.AttackPressed += HandleConfirm; - PlayerEvents.SecondaryUsePressed += HandleCancel; + PlayerEvents.BuildCancelRequested += HandleCancel; PlayerEvents.HotbarScroll += HandleRotate; PlayerEvents.BuildRotatePressed += HandleRotateKey; PlayerEvents.DemolishModeChanged += HandleDemolishModeChanged; @@ -177,7 +205,7 @@ namespace Ashwild.Building { PlayerEvents.BuildMenuOpenChanged -= HandleMenuOpenChanged; PlayerEvents.AttackPressed -= HandleConfirm; - PlayerEvents.SecondaryUsePressed -= HandleCancel; + PlayerEvents.BuildCancelRequested -= HandleCancel; PlayerEvents.HotbarScroll -= HandleRotate; PlayerEvents.BuildRotatePressed -= HandleRotateKey; PlayerEvents.DemolishModeChanged -= HandleDemolishModeChanged; @@ -205,7 +233,7 @@ namespace Ashwild.Building if (PlayerEvents.InputLocked) return; UpdateGhostPose(); - if (ghostValidity != null) ghostValidity.Evaluate(obstructionMask); + EvaluateGhost(); } #endregion @@ -306,22 +334,107 @@ namespace Ashwild.Building } ghost = go; - ghostValidity = go.GetComponentInChildren(true); + ghostView = go.GetComponentInChildren(true); ghostSnaps = go.GetComponentsInChildren(true); ResolveAim(); + lastSentValidity = -1; + ghostIsConnected = false; placementBeganFrame = Time.frameCount; UpdateGhostPose(); - if (ghostValidity != null) ghostValidity.Evaluate(obstructionMask); + EvaluateGhost(); + } + + /// + /// Pushes the current verdict into the ghost's look each frame. No-op when no ghost is live. + /// + private void EvaluateGhost() + { + if (ghostView == null) return; + + PlacementVerdict verdict = EvaluatePlacement(); + ghostView.SetState(verdict); + ReplicateValidity(verdict == PlacementVerdict.Valid); + } + + /// + /// The single answer to "can the active structure be committed at the ghost's current pose?", + /// used both to tint the preview and to gate the confirm — so what the player sees and what the + /// button does can never disagree. It is recomputed on demand rather than cached, since a cached + /// verdict would be one frame stale depending on the input/Update order. + /// + /// The reasons are tested most-spatial first: a structure that needs a connection and has none is + /// reported before an obstruction, and both before affordability, so the player is always told + /// about the problem that moving the mouse can actually fix. + /// + /// A CONNECTED ghost skips the obstruction test entirely: the socket already decided where the + /// piece belongs, and real modular geometry interpenetrates far more than any tolerance can absorb + /// (a wall's head runs up into the ceiling it supports, a frame overlaps the slab it sits in). + /// Shrinking the footprint was tried and is not enough — the only rule that holds is that an + /// authored connection IS the validity check. Free placement still tests obstructions normally, + /// so the padding below continues to matter there. + /// + private PlacementVerdict EvaluatePlacement() + { + if (active == null) return PlacementVerdict.Blocked; + + if (active.Support == PlacementSupport.SnapOnly && !ghostIsConnected) + return PlacementVerdict.Unsupported; + + if (!ghostIsConnected && IsFootprintObstructed()) return PlacementVerdict.Blocked; + + if (!active.CanAfford(PlayerInventory.Instance)) return PlacementVerdict.Unaffordable; + + return PlacementVerdict.Valid; + } + + /// + /// Box-overlaps the ghost's footprint against the obstruction layers, ignoring triggers. The box + /// is shrunk by on every side: snapped pieces meet exactly flush + /// by construction, so an un-inset test would report the very neighbour the player is building + /// against. The inset is small enough that a real intruder inside the volume — a chest, a player, + /// another structure — is still caught. A ghost without a footprint is never obstructed. + /// + private bool IsFootprintObstructed() + { + BoxCollider footprint = ghostView != null ? ghostView.Footprint : null; + if (footprint == null) return false; + + Transform t = footprint.transform; + Vector3 center = t.TransformPoint(footprint.center); + Vector3 halfExtents = Vector3.Scale(footprint.size, t.lossyScale) * 0.5f; + halfExtents = Vector3.Max(halfExtents - Vector3.one * obstructionPadding, Vector3.one * MinHalfExtent); + + int count = Physics.OverlapBoxNonAlloc(center, halfExtents, obstructionResults, t.rotation, obstructionMask, QueryTriggerInteraction.Ignore); + return count > 0; + } + + /// + /// Pushes the ghost's spot validity to teammates through BuildRegistry, but only when it flips — + /// so a remote ghost shows the same green/red as here without a per-frame RPC stream. Affordability + /// stays local (the placer's private inventory), so only IsValid crosses the wire. + /// + private void ReplicateValidity(bool valid) + { + int state = valid ? 1 : 0; + if (state == lastSentValidity) return; + lastSentValidity = state; + + if (BuildRegistry.Instance != null && ghost != null) + BuildRegistry.Instance.SetGhostValidity(ghost.GetComponent(), valid); } /// /// Left-click: demolishes the aimed build while in demolition mode, otherwise commits the - /// ghost's pose to the registry (spawned for everyone) and consumes its resource cost from the - /// local inventory (client-authoritative, exactly like crafting). In continuous build mode it - /// then re-arms a fresh ghost of the same structure (keeping the current yaw, so pieces chain - /// edge-to-edge); otherwise it ends the placement. Blocked on an invalid spot, on the very frame - /// the ghost was attached, and when the player cannot afford the cost. + /// ghost's pose to the registry (spawned for everyone), spends a use of the equipped hammer and + /// consumes the resource cost from the local inventory (client-authoritative, exactly like + /// crafting). In continuous build mode it then re-arms a fresh ghost of the same structure + /// (keeping the current yaw, so pieces chain edge-to-edge); otherwise it ends the placement. + /// + /// Placement itself is gated by the one verdict the preview is already showing, so the button can + /// never accept what the ghost paints as refused. The remaining guards are input/session + /// conditions rather than placement rules — input locked, the very frame the ghost was attached, + /// no registry in the session, and a hammer out of durability. /// private void HandleConfirm() { @@ -334,11 +447,11 @@ namespace Ashwild.Building if (ghost == null) return; if (PlayerEvents.InputLocked) return; if (Time.frameCount == placementBeganFrame) return; - if (ghostValidity != null && !ghostValidity.IsValid) return; - if (active != null && !active.CanAfford(PlayerInventory.Instance)) return; + if (EvaluatePlacement() != PlacementVerdict.Valid) return; + if (BuildRegistry.Instance == null) return; + if (!TryConsumeHammerUse()) return; - if (BuildRegistry.Instance != null) - BuildRegistry.Instance.RequestBuild(activeId, ghost.transform.position, ghost.transform.rotation); + BuildRegistry.Instance.RequestBuild(activeId, ghost.transform.position, ghost.transform.rotation); ConsumeCost(); @@ -352,7 +465,9 @@ namespace Ashwild.Building } /// - /// Right-click: cancels the current placement (even while the ghost is still spawning). + /// The hammer's cancel request (a right-click tap while placing): cancels the current placement + /// (even while the ghost is still spawning). Routed through the bus so this stays the single + /// place that ends a placement — the hammer is the sole arbiter of the click. /// private void HandleCancel() { @@ -388,7 +503,7 @@ namespace Ashwild.Building /// /// Poses the ghost each frame: quantise the aim hit to the grid with the current yaw, then /// let a nearby matching socket pull it into an exact connection (sockets win over the grid). - /// Leaves the ghost where it was when the ray hits nothing in range. + /// Leaves the ghost where it was — connection included — when the ray hits nothing in range. /// private void UpdateGhostPose() { @@ -397,7 +512,7 @@ namespace Ashwild.Building return; ghost.transform.SetPositionAndRotation(SnapToGrid(hit.point), Quaternion.Euler(0f, yaw, 0f)); - TrySnapToSockets(); + ghostIsConnected = TrySnapToSockets(); } /// @@ -419,11 +534,14 @@ namespace Ashwild.Building /// coincides. Because it commits to the single nearest ghost-socket↔world-socket pair (not the /// socket nearest the aim), the ghost picks one connection instead of hovering between two. /// Rotation stays the player's grid yaw, so pieces meet edge-to-edge once oriented. + /// + /// Returns whether a connection was actually made, which is what lets the caller trust the pose + /// and skip the obstruction test for it. /// - private void TrySnapToSockets() + private bool TrySnapToSockets() { - if (ghostSnaps == null || ghostSnaps.Length == 0) return; - if (snapPointMask == 0) return; + if (ghostSnaps == null || ghostSnaps.Length == 0) return false; + if (snapPointMask == 0) return false; BuildSnapPoint bestGhost = null; BuildSnapPoint bestWorld = null; @@ -451,9 +569,10 @@ namespace Ashwild.Building } } - if (bestGhost == null || bestWorld == null) return; + if (bestGhost == null || bestWorld == null) return false; ghost.transform.position += bestWorld.transform.position - bestGhost.transform.position; + return true; } /// @@ -505,8 +624,10 @@ namespace Ashwild.Building BuildRegistry.Instance.RequestDespawnGhost(ghost.GetComponent()); ghost = null; } - ghostValidity = null; + ghostView = null; ghostSnaps = null; + lastSentValidity = -1; + ghostIsConnected = false; } /// @@ -638,14 +759,31 @@ namespace Ashwild.Building } /// - /// Left-click while demolishing: asks the registry to remove the aimed build for everyone. The - /// target stays until the next frame re-evaluates, so a miss simply retargets. + /// Left-click while demolishing: spends a hammer use and asks the registry to remove the aimed + /// build for everyone (which refunds resources by remaining health). Blocked when the hammer is + /// out of durability. The target stays until the next frame re-evaluates, so a miss simply + /// retargets. /// private void TryDemolish() { if (demoTarget == null) return; - if (BuildRegistry.Instance != null) - BuildRegistry.Instance.RequestDemolish(demoTarget.gameObject); + if (!TryConsumeHammerUse()) return; + + demoTarget.RequestDemolish(); + } + + /// + /// Spends the configured durability on the equipped hammer for one build action, returning + /// whether the action may proceed. A depleted hammer returns false so the placement/demolition + /// is blocked (like any worn-out tool); a hammer with no durability authored, a zero cost, or no + /// inventory simply passes without wear. The hammer is the selected hotbar item while building, + /// so spending the selected tool's use targets it. + /// + private bool TryConsumeHammerUse() + { + PlayerInventory inv = PlayerInventory.Instance; + if (inv == null) return true; + return inv.ConsumeSelectedToolUse(hammerUsesPerAction); } /// diff --git a/Assets/GAME/Script/Building/BuildRecord.cs b/Assets/GAME/Script/Building/BuildRecord.cs deleted file mode 100644 index 097561bf..00000000 --- a/Assets/GAME/Script/Building/BuildRecord.cs +++ /dev/null @@ -1,16 +0,0 @@ -using UnityEngine; - -namespace Ashwild.Building -{ - /// - /// A committed structure in the world, replicated in the BuildRegistry's SyncList: which - /// buildable (network id) sits at which pose. Every machine instantiates the matching - /// BuiltPrefab locally from this record — the structures themselves are never NetworkObjects (§3). - /// - public struct BuildRecord - { - public ushort buildableId; - public Vector3 position; - public Quaternion rotation; - } -} diff --git a/Assets/GAME/Script/Building/BuildRecord.cs.meta b/Assets/GAME/Script/Building/BuildRecord.cs.meta deleted file mode 100644 index eecd98f9..00000000 --- a/Assets/GAME/Script/Building/BuildRecord.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 1554bdf5a966a1947bbe0d2855967590 \ No newline at end of file diff --git a/Assets/GAME/Script/Building/BuildRegistry.cs b/Assets/GAME/Script/Building/BuildRegistry.cs index c0596506..365d7d11 100644 --- a/Assets/GAME/Script/Building/BuildRegistry.cs +++ b/Assets/GAME/Script/Building/BuildRegistry.cs @@ -1,25 +1,29 @@ -using System.Collections.Generic; using FishNet.Connection; using FishNet.Object; -using FishNet.Object.Synchronizing; using UnityEngine; namespace Ashwild.Building { /// - /// Owns the whole networked side of building, grouped here by cohesion rather than split into - /// two tiny scripts: + /// The networked side of building: it commits placements and owns the live ghost preview. /// - /// 1. Committed structures — a SyncList of BuildRecords (id + pose). They accumulate to high - /// counts, so they are data-driven, not NetworkObjects (§3): every machine (late joiners - /// included) instantiates the matching BuiltPrefab locally from the synced list. - /// 2. The live ghost preview — spawned as a real NetworkObject owned by the placer, so FishNet's - /// NetworkTransform replicates its motion to everyone smoothly. A ghost is one-per-player and - /// transient, the case where a NetworkObject beats a data registry — the deliberate exception - /// to §3's "no NetworkObjects for world state" (which targets high-count scatter, not this). + /// Every committed structure — a wall as much as a chest or a campfire — is spawned as a real + /// NetworkObject owned by the server. That is the whole design: FishNet already replicates spawns, + /// catches late joiners up, and tears objects down on despawn, so there is no build list to keep, + /// no index to align, and no rebuild path to write. Each build carries its own state on its own + /// , which is what lets a stateful structure (chest, cooking station) + /// be placed by exactly the same code as a plain wall instead of needing a parallel mechanism. /// - /// BuildManager (the local build UX) drives the owned ghost; on confirm this registry commits the - /// record and despawns the ghost. One instance per scene, a scene NetworkObject like the others. + /// This replaced an earlier data-driven registry (a SyncList of pose records that every client + /// instantiated locally). That saved FishNet's per-object bookkeeping but not the GameObjects — + /// they were instantiated locally anyway — while forcing a second, incompatible path for anything + /// with real state. One mechanism is worth the bookkeeping. + /// + /// The ghost is likewise a NetworkObject, but owned by the placer so FishNet's NetworkTransform + /// replicates its motion smoothly; it is transient and one per player. + /// + /// BuildManager (the local build UX) drives the owned ghost; on confirm this registry spawns the + /// structure and despawns the ghost. One instance per scene, a scene NetworkObject like the others. /// [RequireComponent(typeof(NetworkObject))] public class BuildRegistry : NetworkBehaviour @@ -27,50 +31,31 @@ namespace Ashwild.Building #region State /// - /// The single scene instance, so BuildManager can request ghost spawns/despawns and build - /// commits. + /// The single scene instance, so BuildManager can request ghost spawns/despawns and build commits. /// public static BuildRegistry Instance { get; private set; } - /// - /// Every committed structure, server-written and replicated to all clients. - /// - private readonly SyncList builds = new SyncList(); - - /// - /// The local instances rendered from , kept index-aligned with it. - /// - private readonly List spawned = new List(); - - /// - /// How close two sockets must be to count as connected — they snap to the exact same point, - /// so a tiny threshold is enough and no layer/radius has to be configured. - /// - private const float OccupancyThresholdSqr = 0.05f * 0.05f; - #endregion #region Network Lifecycle /// - /// Starts listening to the replicated build list on every machine. + /// Claims the singleton on every machine. /// public override void OnStartNetwork() { base.OnStartNetwork(); Instance = this; - builds.OnChange += OnBuildsChanged; } /// - /// Unsubscribes and tears down the local instances when the session ends. + /// Releases the singleton when the session ends. Committed structures are NetworkObjects, so + /// FishNet despawns them itself — there is nothing to tear down here. /// public override void OnStopNetwork() { base.OnStopNetwork(); if (Instance == this) Instance = null; - builds.OnChange -= OnBuildsChanged; - ClearAll(); } #endregion @@ -78,60 +63,45 @@ namespace Ashwild.Building #region Commit Build /// - /// Called by BuildManager when the local player confirms a placement: commit this buildable - /// at this pose so the real structure appears for every player. + /// Called by BuildManager when the local player confirms a placement: commit this buildable at + /// this pose so the real structure appears for every player. /// public void RequestBuild(ushort buildableId, Vector3 position, Quaternion rotation) => RequestBuildServerRpc(buildableId, position, rotation); /// - /// Server-side: validates the id and appends the record, which replicates to all clients. + /// Server-side: validates the id, instantiates the built prefab, seeds its identity and health, + /// then spawns it for everyone. The appear pop is sent separately to current observers only, so a + /// late joiner streaming in an existing base does not watch all of it pop at once. + /// + /// The structure is spawned server-owned (no connection passed): builds are shared world state + /// and several players interact with the same chest or fire, so handing ownership to whoever + /// placed it would tie everyone's access to that player's connection. /// [ServerRpc(RequireOwnership = false)] private void RequestBuildServerRpc(ushort buildableId, Vector3 position, Quaternion rotation, NetworkConnection conn = null) { - if (BuildableDatabase.Instance == null || BuildableDatabase.Instance.GetBuildable(buildableId) == null) - return; - - // TODO: validate + consume the requester's resources (conn → PlayerInventory) before committing. - builds.Add(new BuildRecord { buildableId = buildableId, position = position, rotation = rotation }); - } - - #endregion - - #region Demolish Build - - /// - /// Called by BuildManager when the local player demolishes a build they aimed at: resolves the - /// hit instance to its index in the replicated list and asks the server to remove it. The index - /// is a valid shared key because stays aligned with - /// on every machine. No-op when the object is not one of our committed builds. - /// - public void RequestDemolish(GameObject builtInstance) - { - if (builtInstance == null) return; - - int index = spawned.IndexOf(builtInstance); - if (index < 0) + BuildableData data = BuildableDatabase.Instance != null ? BuildableDatabase.Instance.GetBuildable(buildableId) : null; + if (data == null || data.BuiltPrefab == null) { - Debug.LogWarning($"[BuildRegistry] '{builtInstance.name}' is not a committed build — nothing to demolish.", this); + Debug.LogWarning($"[BuildRegistry] Buildable id {buildableId} is unknown or has no BuiltPrefab — nothing spawned.", this); return; } - RequestDemolishServerRpc(index); - } - /// - /// Server-side: removes the record at this index, which replicates the removal (and the local - /// teardown + occupancy refresh) to every client. Range-guarded against a stale index from a - /// build that another player demolished during the round-trip. - /// - [ServerRpc(RequireOwnership = false)] - private void RequestDemolishServerRpc(int index, NetworkConnection conn = null) - { - if (index < 0 || index >= builds.Count) return; + // TODO: validate + consume the requester's resources (conn → PlayerInventory) before committing. + GameObject go = Instantiate(data.BuiltPrefab, position, rotation); - // TODO: refund the builder's resources (conn → PlayerInventory) once build cost lands. - builds.RemoveAt(index); + BuiltStructure structure = go.GetComponent(); + if (structure == null) + { + Debug.LogError($"[BuildRegistry] BuiltPrefab '{data.BuiltPrefab.name}' has no BuiltStructure — add one (it carries the build's identity, health and demolition).", this); + Destroy(go); + return; + } + + structure.InitialiseOnServer(buildableId, data.MaxHealth); + base.ServerManager.Spawn(go); + structure.PlaySpawnBumpForObservers(); } #endregion @@ -193,147 +163,38 @@ namespace Ashwild.Building base.ServerManager.Despawn(ghost, DespawnType.Destroy); } - #endregion - - #region Sync → Local Instances - /// - /// Mirrors the replicated build list into local instances. The host processes only the - /// server callback (asServer) so a build is never instantiated twice on the same machine. + /// Owner → replicates the ghost's current spot validity to every other client so teammates see + /// the same green (clear) / red (blocked) preview. Only the owner drives the evaluation locally, + /// so without this a remote ghost stays on its default look; BuildManager calls this only when the + /// value actually changes, so the traffic is a rare per-ghost blip, not a per-frame stream. /// - private void OnBuildsChanged(SyncListOperation op, int index, BuildRecord oldItem, BuildRecord newItem, bool asServer) + public void SetGhostValidity(NetworkObject ghost, bool valid) { - if (!asServer && base.IsServerInitialized) return; - - switch (op) - { - case SyncListOperation.Add: - case SyncListOperation.Insert: - { - GameObject go = CreateInstance(newItem); - spawned.Insert(index, go); - MarkOccupancy(go); - break; - } - - case SyncListOperation.Set: - DestroyAt(index); - spawned[index] = CreateInstance(newItem); - break; - - case SyncListOperation.RemoveAt: - DestroyAt(index); - spawned.RemoveAt(index); - RecomputeOccupancy(); - break; - - case SyncListOperation.Clear: - ClearAll(); - break; - - case SyncListOperation.Complete: - RebuildAll(); - break; - } + if (ghost != null) SetGhostValidityServerRpc(ghost, valid); } /// - /// Instantiates a record's BuiltPrefab at its pose, or null when the id or prefab is missing. + /// Server-side relay: forwards the placer's validity to all observers. /// - private GameObject CreateInstance(BuildRecord record) + [ServerRpc(RequireOwnership = false)] + private void SetGhostValidityServerRpc(NetworkObject ghost, bool valid, NetworkConnection conn = null) { - BuildableData data = BuildableDatabase.Instance != null ? BuildableDatabase.Instance.GetBuildable(record.buildableId) : null; - if (data == null || data.BuiltPrefab == null) - { - Debug.LogWarning($"[BuildRegistry] Buildable id {record.buildableId} introuvable ou sans BuiltPrefab — rien de spawné.", this); - return null; - } - - GameObject go = Instantiate(data.BuiltPrefab, record.position, record.rotation); - if (go.GetComponent() == null) go.AddComponent(); - return go; + if (ghost == null) return; + ObserversSetGhostValidity(ghost, valid); } /// - /// Destroys the local instance at an index without touching the list bookkeeping. + /// Applies the replicated validity on every client except the placer, whose own local evaluation + /// already drives the richer verdict (and knows about affordability, which is never sent). A + /// missing ghost is ignored — it may have been despawned mid-flight. /// - private void DestroyAt(int index) + [ObserversRpc] + private void ObserversSetGhostValidity(NetworkObject ghost, bool valid) { - if (index < 0 || index >= spawned.Count) return; - if (spawned[index] != null) Destroy(spawned[index]); - } - - /// - /// Destroys every local instance and clears the list. - /// - private void ClearAll() - { - foreach (GameObject go in spawned) - if (go != null) Destroy(go); - spawned.Clear(); - } - - /// - /// Rebuilds all local instances from the current list — used for the late-join catch-up — - /// then recomputes which sockets are connected so late joiners see the same occupancy. - /// - private void RebuildAll() - { - ClearAll(); - for (int i = 0; i < builds.Count; i++) - spawned.Add(CreateInstance(builds[i])); - - foreach (GameObject go in spawned) - MarkOccupancy(go); - } - - /// - /// Recomputes occupancy from scratch after a removal: clears every socket, then re-marks the - /// connected pairs across what remains. Without this a demolished piece would leave its former - /// neighbours' sockets stuck "occupied", so nothing could ever be snapped back into the gap. - /// - private void RecomputeOccupancy() - { - foreach (GameObject go in spawned) - { - if (go == null) continue; - foreach (BuildSnapPoint sp in go.GetComponentsInChildren(true)) - sp.SetOccupied(false); - } - - foreach (GameObject go in spawned) - MarkOccupancy(go); - } - - /// - /// Marks the sockets a piece shares a position with — and the matching sockets on the pieces - /// it touches — as occupied, so placement snapping skips them. Occupancy is derived purely - /// from geometry (two connected sockets sit on the exact same point), so it stays consistent - /// on every client without anything extra crossing the wire. - /// - private void MarkOccupancy(GameObject instance) - { - if (instance == null) return; - - BuildSnapPoint[] newSockets = instance.GetComponentsInChildren(true); - if (newSockets.Length == 0) return; - - foreach (GameObject other in spawned) - { - if (other == null || other == instance) continue; - - foreach (BuildSnapPoint os in other.GetComponentsInChildren(true)) - { - foreach (BuildSnapPoint ns in newSockets) - { - if (ns.Category != os.Category) continue; - if ((ns.transform.position - os.transform.position).sqrMagnitude > OccupancyThresholdSqr) continue; - - ns.SetOccupied(true); - os.SetOccupied(true); - } - } - } + if (ghost == null || ghost.IsOwner) return; + BuildGhost bg = ghost.GetComponent(); + if (bg != null) bg.SetRemoteValidity(valid); } #endregion diff --git a/Assets/GAME/Script/Building/BuildSnapPoint.cs b/Assets/GAME/Script/Building/BuildSnapPoint.cs index 6dd07447..70ed83f3 100644 --- a/Assets/GAME/Script/Building/BuildSnapPoint.cs +++ b/Assets/GAME/Script/Building/BuildSnapPoint.cs @@ -24,8 +24,9 @@ namespace Ashwild.Building /// of the ghost, so the ghost never snaps to itself. /// /// Once another piece connects here the socket is marked occupied — the placement snapping skips - /// occupied sockets (so two pieces never stack on the same connection) and its gizmo turns from - /// blue (free) to red (occupied) in the Scene view. + /// occupied sockets (so two pieces never stack on the same connection) and its gizmo turns red + /// in the Scene view; while free it takes the colour of its category, so a glance at a prefab + /// tells which sockets can ever link together. /// [DisallowMultipleComponent] public class BuildSnapPoint : MonoBehaviour @@ -61,19 +62,42 @@ namespace Ashwild.Building #region Gizmos + private static readonly Color OccupiedColor = new Color(1f, 0.3f, 0.3f, 0.9f); + private static readonly Color FloorColor = new Color(0.3f, 0.8f, 1f, 0.9f); + private static readonly Color WallColor = new Color(0.4f, 1f, 0.5f, 0.9f); + private static readonly Color RoofColor = new Color(1f, 0.75f, 0.25f, 0.9f); + private static readonly Color PillarColor = new Color(0.8f, 0.5f, 1f, 0.9f); + private static readonly Color CustomColor = new Color(1f, 1f, 1f, 0.9f); + /// - /// Draws the socket in the editor: a sphere (blue when free, red once occupied) plus a ray - /// along its forward (Z) axis — the direction the connecting piece attaches. Two sockets link - /// only when their forwards face each other, so orient each empty's blue arrow outward toward - /// where the neighbour should sit. + /// Draws the socket in the editor: a sphere plus a ray along its forward (Z) axis — the + /// direction the connecting piece attaches. Two sockets link only when their forwards face + /// each other, so orient each empty's arrow outward toward where the neighbour should sit. /// private void OnDrawGizmos() { - Gizmos.color = occupied ? new Color(1f, 0.3f, 0.3f, 0.9f) : new Color(0.3f, 0.8f, 1f, 0.9f); + Gizmos.color = occupied ? OccupiedColor : GetCategoryColor(category); Gizmos.DrawWireSphere(transform.position, 0.12f); Gizmos.DrawRay(transform.position, transform.forward * 0.35f); } + /// + /// Maps a connection category to its Scene-view colour. Sockets that can link share a + /// category, so same-coloured gizmos are exactly the ones that may ever snap together — + /// mismatched colours on two pieces mean they will never connect. + /// + private static Color GetCategoryColor(SnapCategory value) + { + switch (value) + { + case SnapCategory.Floor: return FloorColor; + case SnapCategory.Wall: return WallColor; + case SnapCategory.Roof: return RoofColor; + case SnapCategory.Pillar: return PillarColor; + default: return CustomColor; + } + } + #endregion } } diff --git a/Assets/GAME/Script/Building/BuildableData.cs b/Assets/GAME/Script/Building/BuildableData.cs index d60b92f6..5d3a8e20 100644 --- a/Assets/GAME/Script/Building/BuildableData.cs +++ b/Assets/GAME/Script/Building/BuildableData.cs @@ -3,6 +3,25 @@ using Ashwild.Inventory; namespace Ashwild.Building { + /// + /// What a buildable is allowed to rest on. This is the one placement rule that genuinely differs + /// per structure — a foundation sits on terrain, a wall or a ceiling only makes sense attached to + /// something — so it is authored here rather than configured globally on BuildManager (which keeps + /// owning the project-wide layer masks: what blocks a build does not vary per build). + /// + /// is deliberately the zero value: Unity deserializes a missing field to + /// 0, so buildables authored before this rule existed keep their old, permissive behaviour instead + /// of silently becoming unplaceable. + /// + public enum PlacementSupport + { + /// Free placement anywhere the aim lands, or connected to a socket. Foundations, floors. + GroundOrSnap, + + /// Only valid while connected to a matching socket. Walls, ceilings, roofs. + SnapOnly + } + /// /// Authoring data for one buildable structure shown in the construction menu (a wall, a /// floor, a door, ...). Mirrors the ScriptableObject-for-data / MonoBehaviour-for-logic @@ -35,6 +54,14 @@ namespace Ashwild.Building [Tooltip("Resources consumed from the builder's inventory on each placement. Leave empty for a free build.")] [SerializeField] private BuildCost[] cost; + [Header("Placement")] + [Tooltip("Where this structure may be committed. Walls, ceilings and roofs should be Snap Only so they cannot be dropped in mid-air; foundations and floors stay Ground Or Snap.")] + [SerializeField] private PlacementSupport support = PlacementSupport.GroundOrSnap; + + [Header("Health")] + [Tooltip("Hit points the placed structure starts with. Damage subtracts from this (server-authoritative in BuildRegistry); at 0 the build is destroyed. A manual demolition refunds the cost in proportion to the health left.")] + [SerializeField] private float maxHealth = 100f; + #endregion #region Public API @@ -45,6 +72,8 @@ namespace Ashwild.Building public GameObject GhostPrefab => ghostPrefab; public GameObject BuiltPrefab => builtPrefab; public BuildCost[] Cost => cost; + public float MaxHealth => maxHealth; + public PlacementSupport Support => support; /// /// Whether the given inventory holds enough of every cost line to place this structure once. diff --git a/Assets/GAME/Script/Building/BuiltStructure.cs b/Assets/GAME/Script/Building/BuiltStructure.cs index 2a9f83b6..2d3fbb0f 100644 --- a/Assets/GAME/Script/Building/BuiltStructure.cs +++ b/Assets/GAME/Script/Building/BuiltStructure.cs @@ -1,34 +1,106 @@ +using System.Collections.Generic; +using Ashwild.Inventory; +using DG.Tweening; +using FishNet.Connection; +using FishNet.Object; +using FishNet.Object.Synchronizing; using UnityEngine; namespace Ashwild.Building { /// - /// Runtime marker added to every committed structure instance the BuildRegistry spawns, so the - /// demolition aim can recognise a build from a raycast hit (GetComponentInParent) and hand its - /// root back to the registry to remove. It also owns the demolition highlight: while it is the - /// hammer's target the demolition material is added on top of every renderer (an extra overlay - /// pass, like the ghost), and removed again when the aim leaves — so the player sees exactly which - /// build will break. Pure local visual + a pure tag: nothing about it ever crosses the wire. + /// The one component every committed structure carries — wall, floor, chest, campfire alike. Since + /// builds are spawned as real NetworkObjects, each one is self-contained: it knows what it is, owns + /// its own server-authoritative health, and handles its own damage and demolition. There is no + /// central list of builds and no index to keep aligned; the object IS the record. + /// + /// It groups everything that changes together when a placed build's behaviour changes: + /// 1. Identity — , replicated so any machine can resolve the BuildableData + /// behind this instance (the refund needs its cost, UI needs its name). + /// 2. Health and damage — server-authoritative. is what an attacker calls; + /// the server applies it and despawns the build for everyone when it dies (no refund — it broke). + /// 3. Demolition — refunds a share of the cost proportional to the + /// health left, then despawns. + /// 4. Presentation — the appear bump and the demolition highlight, both purely local. + /// 5. Snap occupancy — every live instance registers here, so connected sockets can be marked + /// without anyone holding a master list of builds. + /// + /// Health never crosses the wire: only its observable effects do (the build disappearing, resources + /// refunded), which replicate through the despawn and the inventory RPC respectively. /// [DisallowMultipleComponent] - public class BuiltStructure : MonoBehaviour + [RequireComponent(typeof(NetworkObject))] + public class BuiltStructure : NetworkBehaviour { + #region Serialized Fields + + [Header("Appear Bump")] + [Tooltip("How long the pop lasts — short and snappy reads as an 'appear' effect.")] + [SerializeField] private float bumpDuration = DefaultBumpDuration; + + [Tooltip("Fraction of the authored scale the bump starts from (0.7 = starts at 70%, then springs up).")] + [SerializeField] private float startScaleFactor = DefaultStartScaleFactor; + + [Tooltip("OutBack gives the springy overshoot that sells the 'boom'.")] + [SerializeField] private Ease bumpEase = Ease.OutBack; + + #endregion + + #region Constants + + /// + /// Fallback bump values, used both as the field initializers and as the guard defaults in + /// — so a build whose prefab predates these serialized fields + /// (Unity deserializes the missing values to 0) still pops instead of snapping in. + /// + private const float DefaultBumpDuration = 0.22f; + private const float DefaultStartScaleFactor = 0.7f; + + /// + /// How close two sockets must be to count as connected — they snap to the exact same point, so a + /// tiny threshold is enough and no layer or radius has to be configured. + /// + private const float OccupancyThresholdSqr = 0.05f * 0.05f; + + #endregion + #region State /// - /// Every child renderer, cached so the highlight can swap and restore their materials. + /// Every live built structure on this machine. Maintained here rather than in a central registry + /// so occupancy works off the objects themselves — the network spawns and despawns them, and the + /// list follows automatically. /// + private static readonly List Live = new List(); + + /// + /// Which buildable this instance was placed from, so the refund can look up its cost. Written by + /// the server before the spawn, so it is already correct on the first frame everywhere. + /// + private readonly SyncVar buildableId = new SyncVar(); + + /// + /// Server-only remaining health, seeded from the buildable's authored max at spawn. + /// + private float health; + private Renderer[] renderers; - - /// - /// Each renderer's original materials, kept so the swap is fully reversible. - /// private Material[][] baseMaterials; + private bool highlighted; + private Tween bumpTween; + + #endregion + + #region Public API + + public ushort BuildableId => buildableId.Value; /// - /// Whether the demolition material is currently applied, so swaps stay idempotent. + /// The authoring data behind this instance, or null when the database cannot resolve its id. /// - private bool highlighted; + public BuildableData Data => BuildableDatabase.Instance != null + ? BuildableDatabase.Instance.GetBuildable(buildableId.Value) + : null; #endregion @@ -46,14 +118,234 @@ namespace Ashwild.Building baseMaterials[i] = renderers[i] != null ? renderers[i].sharedMaterials : new Material[0]; } + /// + /// Kills the appear tween so it never targets a destroyed transform (e.g. the build was + /// demolished mid-pop). + /// + private void OnDestroy() => bumpTween?.Kill(); + #endregion - #region Public API + #region Network Lifecycle /// - /// Adds the demolition material on top of each renderer's authored materials (an extra draw - /// pass), marking this build as the hammer's current target without hiding the model. Mirrors - /// the ghost overlay. No-op when already highlighted or no material was provided. + /// Joins the live set and marks the sockets this piece connects to. Runs on every machine as the + /// object spawns — including on a late joiner receiving builds placed long ago, which is exactly + /// when occupancy has to be rebuilt for them too. + /// + public override void OnStartNetwork() + { + base.OnStartNetwork(); + Live.Add(this); + MarkOccupancy(); + } + + /// + /// Leaves the live set and recomputes occupancy across what remains. Without the recompute a + /// demolished piece would leave its former neighbours' sockets stuck "occupied", so nothing could + /// ever be snapped back into the gap. + /// + public override void OnStopNetwork() + { + base.OnStopNetwork(); + Live.Remove(this); + RecomputeOccupancy(); + } + + #endregion + + #region Server Setup + + /// + /// Seeds identity and health on the server, before the object is spawned, so both are already in + /// place when clients first see it. Called by BuildRegistry as part of committing a placement. + /// + public void InitialiseOnServer(ushort id, float maxHealth) + { + buildableId.Value = id; + health = maxHealth > 0f ? maxHealth : 1f; + } + + #endregion + + #region Appear Bump + + /// + /// Tells everyone currently watching to play the appear pop. Sent by the server right after a + /// fresh placement. Because it only reaches present observers, a late joiner streaming in dozens + /// of existing structures never receives it — so their base does not pop into existence all at + /// once, which is precisely the distinction the old "only on Add, never on rebuild" rule made. + /// + [ObserversRpc] + public void PlaySpawnBumpForObservers() => PlaySpawnBump(); + + /// + /// Runs the appear bump from the shrunk start scale up to the transform's current (authored) + /// scale. Captures the target at call time so a non-uniform or non-unit prefab scale is preserved. + /// Non-positive serialized values fall back to the constants so the pop still plays. + /// + public void PlaySpawnBump() + { + bumpTween?.Kill(); + + float duration = bumpDuration > 0f ? bumpDuration : DefaultBumpDuration; + float factor = (startScaleFactor > 0f && startScaleFactor < 1f) ? startScaleFactor : DefaultStartScaleFactor; + + Vector3 targetScale = transform.localScale; + transform.localScale = targetScale * factor; + bumpTween = transform.DOScale(targetScale, duration).SetEase(bumpEase); + } + + #endregion + + #region Damage + + /// + /// Called by an attacker (weapon, explosion, ...) to hurt this build. Health is server- + /// authoritative, so this only forwards the hit; the server applies it and despawns the structure + /// for everyone when it dies. A build destroyed by damage is NOT refunded, unlike a manual + /// demolition — it broke, its resources are lost. Safe to call from any client. + /// + public void TakeDamage(float amount) + { + if (amount <= 0f) return; + TakeDamageServerRpc(amount); + } + + /// + /// Server-side: subtracts the damage and despawns the build once it reaches zero. + /// + [ServerRpc(RequireOwnership = false)] + private void TakeDamageServerRpc(float amount) + { + if (amount <= 0f) return; + + health -= amount; + if (health <= 0f) Despawn(); + } + + #endregion + + #region Demolition + + /// + /// Called by BuildManager when the local player demolishes this build: asks the server to refund + /// and remove it. Any client may request it — co-op is friendly, not anti-cheat. + /// + public void RequestDemolish() => DemolishServerRpc(); + + /// + /// Server-side: refunds the demolisher a share of the cost proportional to the health left, then + /// despawns the structure for everyone. + /// + [ServerRpc(RequireOwnership = false)] + private void DemolishServerRpc(NetworkConnection conn = null) + { + RefundResources(conn); + Despawn(); + } + + /// + /// Grants the demolishing player back a share of this build's cost proportional to its remaining + /// health: a full-health build refunds its whole cost, a half-health one refunds half, and so on + /// (per line, floored — a partial unit is not returned). No-op for a free build, when the player's + /// inventory cannot be resolved, or when the fraction rounds every line down to nothing. + /// + private void RefundResources(NetworkConnection conn) + { + BuildableData data = Data; + if (data == null || data.Cost == null || data.Cost.Length == 0) return; + + PlayerInventory inventory = ResolveInventory(conn); + if (inventory == null) return; + + float max = data.MaxHealth; + float fraction = max > 0f ? Mathf.Clamp01(health / max) : 1f; + + foreach (BuildCost line in data.Cost) + { + if (line.item == null) continue; + int refund = Mathf.FloorToInt(line.quantity * fraction); + if (refund > 0) inventory.GrantItemFromServer(line.item, refund); + } + } + + /// + /// Returns the PlayerInventory on the player object owned by the given connection, mirroring + /// CookingStation so refunds land in the requester's own inventory. + /// + private static PlayerInventory ResolveInventory(NetworkConnection conn) + { + NetworkObject playerObject = conn != null ? conn.FirstObject : null; + return playerObject != null ? playerObject.GetComponent() : null; + } + + /// + /// Removes this structure for every player. Server-side only. + /// + private void Despawn() + { + if (base.IsServerInitialized) base.ServerManager.Despawn(base.NetworkObject, DespawnType.Destroy); + } + + #endregion + + #region Snap Occupancy + + /// + /// Marks the sockets this piece shares a position with — and the matching sockets on the pieces it + /// touches — as occupied, so placement snapping skips them. Occupancy is derived purely from + /// geometry (two connected sockets sit on the exact same point), so it stays consistent on every + /// client without anything extra crossing the wire. + /// + private void MarkOccupancy() + { + BuildSnapPoint[] mine = GetComponentsInChildren(true); + if (mine.Length == 0) return; + + foreach (BuiltStructure other in Live) + { + if (other == null || other == this) continue; + + foreach (BuildSnapPoint os in other.GetComponentsInChildren(true)) + { + foreach (BuildSnapPoint ms in mine) + { + if (ms.Category != os.Category) continue; + if ((ms.transform.position - os.transform.position).sqrMagnitude > OccupancyThresholdSqr) continue; + + ms.SetOccupied(true); + os.SetOccupied(true); + } + } + } + } + + /// + /// Recomputes occupancy from scratch across every live structure: clears every socket, then + /// re-marks the connected pairs across what remains. Run after a removal. + /// + private static void RecomputeOccupancy() + { + foreach (BuiltStructure structure in Live) + { + if (structure == null) continue; + foreach (BuildSnapPoint sp in structure.GetComponentsInChildren(true)) + sp.SetOccupied(false); + } + + foreach (BuiltStructure structure in Live) + if (structure != null) structure.MarkOccupancy(); + } + + #endregion + + #region Demolition Highlight + + /// + /// Adds the demolition material on top of each renderer's authored materials (an extra draw pass), + /// marking this build as the hammer's current target without hiding the model. Mirrors the ghost + /// overlay. No-op when already highlighted or no material was provided. /// public void Highlight(Material demolitionMaterial) { diff --git a/Assets/GAME/Script/Crafting/CraftDiscovery.cs b/Assets/GAME/Script/Crafting/CraftDiscovery.cs index 72555510..adfbe5ad 100644 --- a/Assets/GAME/Script/Crafting/CraftDiscovery.cs +++ b/Assets/GAME/Script/Crafting/CraftDiscovery.cs @@ -81,10 +81,12 @@ namespace Ashwild.Crafting #region Event Handlers /// - /// Marks an acquired item as discovered. Guarded to the owning instance so a remote puppet - /// that briefly subscribed before being gated off can never drive discovery on the wrong copy. + /// Marks an acquired item as discovered. Transfers count too — pulling an item a co-op partner + /// left in a chest is a genuine first acquisition and must unlock its recipes, even though the + /// HUD stays silent about it. Guarded to the owning instance so a remote puppet that briefly + /// subscribed before being gated off can never drive discovery on the wrong copy. /// - private void HandleItemAdded(ItemData item, int quantity) + private void HandleItemAdded(ItemData item, int quantity, bool isTransfer) { if (Instance != this) return; Discover(item); diff --git a/Assets/GAME/Script/Editor/BuildStressTest.cs b/Assets/GAME/Script/Editor/BuildStressTest.cs new file mode 100644 index 00000000..30c10908 --- /dev/null +++ b/Assets/GAME/Script/Editor/BuildStressTest.cs @@ -0,0 +1,121 @@ +using System.Diagnostics; +using UnityEditor; +using UnityEngine; +using UnityEngine.Profiling; +using Ashwild.Building; +using Debug = UnityEngine.Debug; + +namespace Ashwild.EditorTools +{ + /// + /// A load test for the decision to spawn every build as a NetworkObject: places a grid of structures + /// and reports how long it took and what it cost in memory, so the "can FishNet carry a whole base" + /// question can be answered with numbers instead of estimates. + /// + /// Deliberately single-instance. Measuring a second client's join bandwidth would mean two peers, and + /// the session is wired to FishySteamworks — that costs far more setup than the risk it covers. Join + /// traffic is a one-shot cost of roughly a spawn packet per object anyway; what actually matters day + /// to day is the steady state, and that is exactly what this measures. Watch the profiler's frame time + /// after the spawn, not just the numbers logged here. + /// + /// Caveat when reading the elapsed time: this places everything in a single frame, which no player + /// ever does. Treat it as a worst case for the spawn burst, not as a gameplay measurement. + /// + public static class BuildStressTest + { + #region Constants + + private const float Spacing = 4f; + private const float GroundHeight = 0f; + + #endregion + + #region Menu + + /// + /// Places 250 structures — a realistic co-op base. + /// + [MenuItem("Tools/Ashwild/Stress Test/Spawn 250 Builds")] + public static void Spawn250() => SpawnGrid(250); + + /// + /// Places 1000 structures — an ambitious long-save base, the level the NetworkObject decision was + /// judged against. + /// + [MenuItem("Tools/Ashwild/Stress Test/Spawn 1000 Builds")] + public static void Spawn1000() => SpawnGrid(1000); + + #endregion + + #region Internal Helpers + + /// + /// Commits builds of the first usable buildable on a grid around the + /// origin, then logs the elapsed time and the memory delta. Requires play mode with a live session, + /// since committing goes through the registry's server RPC exactly as a real placement would. + /// + private static void SpawnGrid(int count) + { + if (!Application.isPlaying) + { + Debug.LogError("[BuildStressTest] Enter play mode and host a session first — builds are spawned through the server."); + return; + } + if (BuildRegistry.Instance == null) + { + Debug.LogError("[BuildStressTest] No BuildRegistry in the session — is the scene's BuildRegistry present and the session started?"); + return; + } + + if (!TryResolveBuildable(out ushort id, out string label)) return; + + int side = Mathf.CeilToInt(Mathf.Sqrt(count)); + long memoryBefore = Profiler.GetTotalAllocatedMemoryLong(); + Stopwatch watch = Stopwatch.StartNew(); + + for (int i = 0; i < count; i++) + { + Vector3 position = new Vector3((i % side) * Spacing, GroundHeight, (i / side) * Spacing); + BuildRegistry.Instance.RequestBuild(id, position, Quaternion.identity); + } + + watch.Stop(); + long memoryDelta = Profiler.GetTotalAllocatedMemoryLong() - memoryBefore; + + Debug.Log($"[BuildStressTest] Requested {count}× '{label}' in {watch.ElapsedMilliseconds} ms " + + $"({memoryDelta / 1024f / 1024f:F1} MB allocated this frame). " + + "Spawns complete over the next frames — check the profiler's steady-state frame time now."); + } + + /// + /// Picks the first buildable that can actually be spawned, so the test never fails halfway on a + /// half-authored asset. Reports clearly when the database is empty or unbuilt. + /// + private static bool TryResolveBuildable(out ushort id, out string label) + { + id = 0; + label = string.Empty; + + BuildableDatabase database = BuildableDatabase.Instance; + if (database == null || database.Buildables == null || database.Buildables.Length == 0) + { + Debug.LogError("[BuildStressTest] BuildableDatabase is empty — run Tools ▸ Ashwild ▸ Rebuild Buildable Database."); + return false; + } + + foreach (BuildableData buildable in database.Buildables) + { + if (buildable == null || buildable.BuiltPrefab == null) continue; + + id = database.GetId(buildable); + label = buildable.name; + return true; + } + + Debug.LogError("[BuildStressTest] No buildable with a BuiltPrefab found."); + return false; + } + + #endregion + } +} diff --git a/Assets/GAME/Script/Editor/BuildStressTest.cs.meta b/Assets/GAME/Script/Editor/BuildStressTest.cs.meta new file mode 100644 index 00000000..6180ff9b --- /dev/null +++ b/Assets/GAME/Script/Editor/BuildStressTest.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: dfaebf3f0f14ca94e803a73cc00965f7 \ No newline at end of file diff --git a/Assets/GAME/Script/Editor/BuiltPrefabMigrator.cs b/Assets/GAME/Script/Editor/BuiltPrefabMigrator.cs new file mode 100644 index 00000000..dc65ba6b --- /dev/null +++ b/Assets/GAME/Script/Editor/BuiltPrefabMigrator.cs @@ -0,0 +1,109 @@ +using UnityEditor; +using UnityEngine; +using Ashwild.Building; +using FishNet.Object; + +namespace Ashwild.EditorTools +{ + /// + /// One-shot migration for the move to server-spawned builds: every committed structure is now a real + /// NetworkObject, so each buildable's BuiltPrefab needs a NetworkObject and a BuiltStructure on its + /// root. Prefabs authored before that change have neither (or only BuiltStructure, which is now a + /// NetworkBehaviour and cannot function alone), and a missing NetworkObject makes the prefab silently + /// unspawnable — the exact failure that used to leave a placed chest deactivated. + /// + /// Safe to re-run: it only touches prefabs that are actually missing a component, and reports what it + /// changed. Kept as an explicit menu action rather than an automatic postprocessor because it rewrites + /// authored assets, which should never happen behind the designer's back. + /// + public static class BuiltPrefabMigrator + { + #region Menu + + /// + /// Scans every BuildableData, ensures its BuiltPrefab carries NetworkObject + BuiltStructure, and + /// asks FishNet to rescan its spawnable prefab collection afterwards. + /// + [MenuItem("Tools/Ashwild/Migrate Built Prefabs To Network Objects")] + public static void Migrate() + { + string[] guids = AssetDatabase.FindAssets("t:BuildableData"); + int migrated = 0; + int alreadyFine = 0; + int missingPrefab = 0; + + foreach (string guid in guids) + { + BuildableData buildable = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid)); + if (buildable == null) continue; + + if (buildable.BuiltPrefab == null) + { + Debug.LogWarning($"[BuiltPrefabMigrator] '{buildable.name}' has no BuiltPrefab — skipped.", buildable); + missingPrefab++; + continue; + } + + if (EnsureNetworked(buildable.BuiltPrefab)) migrated++; + else alreadyFine++; + } + + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + RefreshNetworkPrefabRegistry(); + + Debug.Log($"[BuiltPrefabMigrator] Done — {migrated} prefab(s) migrated, {alreadyFine} already correct, {missingPrefab} buildable(s) without a BuiltPrefab."); + } + + #endregion + + #region Internal Helpers + + /// + /// Adds whatever the prefab root is missing and saves it. The NetworkObject goes on first so that + /// BuiltStructure's RequireComponent is already satisfied when it is added. Returns true when the + /// prefab was actually changed. + /// + private static bool EnsureNetworked(GameObject prefab) + { + string path = AssetDatabase.GetAssetPath(prefab); + if (string.IsNullOrEmpty(path)) return false; + + GameObject root = PrefabUtility.LoadPrefabContents(path); + bool changed = false; + + if (root.GetComponent() == null) + { + root.AddComponent(); + changed = true; + } + if (root.GetComponent() == null) + { + root.AddComponent(); + changed = true; + } + + if (changed) + { + PrefabUtility.SaveAsPrefabAsset(root, path); + Debug.Log($"[BuiltPrefabMigrator] Migrated '{path}'.", AssetDatabase.LoadAssetAtPath(path)); + } + + PrefabUtility.UnloadPrefabContents(root); + return changed; + } + + /// + /// Forces FishNet to rescan DefaultPrefabObjects so the migrated prefabs are spawnable. Invoked + /// through the menu item because the generator API is internal to the FishNet assembly. + /// + private static void RefreshNetworkPrefabRegistry() + { + const string menu = "Tools/Fish-Networking/Utility/Refresh Default Prefabs"; + if (!EditorApplication.ExecuteMenuItem(menu)) + Debug.LogWarning($"[BuiltPrefabMigrator] Could not run '{menu}' — run it by hand so the built prefabs are registered as spawnable."); + } + + #endregion + } +} diff --git a/Assets/GAME/Script/Editor/BuiltPrefabMigrator.cs.meta b/Assets/GAME/Script/Editor/BuiltPrefabMigrator.cs.meta new file mode 100644 index 00000000..6100154d --- /dev/null +++ b/Assets/GAME/Script/Editor/BuiltPrefabMigrator.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c1d18a05426439d47937c24568677913 \ No newline at end of file diff --git a/Assets/GAME/Script/Editor/Database/AshwildDatabase.uss b/Assets/GAME/Script/Editor/Database/AshwildDatabase.uss index 1f5843f8..e94f5d25 100644 --- a/Assets/GAME/Script/Editor/Database/AshwildDatabase.uss +++ b/Assets/GAME/Script/Editor/Database/AshwildDatabase.uss @@ -438,3 +438,32 @@ .ash-recipe-name { margin-bottom: 12px; } + +/* ── Prefab generator (shown while a prefab slot is empty) ─ */ +.ash-generator { + margin-top: 10px; + padding: 10px; + border-radius: 8px; + background-color: rgba(64, 110, 220, 0.07); + border-width: 1px; + border-color: rgb(74, 90, 130); +} + +.ash-generator__title { + -unity-font-style: bold; + font-size: 11px; + color: rgb(150, 175, 240); + margin-bottom: 8px; +} + +.ash-generator .ash-btn { + margin-top: 8px; +} + +.ash-generator__hint { + margin-top: 8px; + font-size: 10px; + color: rgb(130, 132, 140); + -unity-font-style: italic; + white-space: normal; +} diff --git a/Assets/GAME/Script/Editor/Database/AshwildDatabaseWindow.cs b/Assets/GAME/Script/Editor/Database/AshwildDatabaseWindow.cs index 30b2605a..1c1decff 100644 --- a/Assets/GAME/Script/Editor/Database/AshwildDatabaseWindow.cs +++ b/Assets/GAME/Script/Editor/Database/AshwildDatabaseWindow.cs @@ -311,7 +311,7 @@ namespace Ashwild.EditorTools else if (selectedAsset is CraftingRecipe recipe) rightPane.Add(new RecipeEditorView(recipe, RefreshRow).Root); else if (selectedAsset is BuildableData buildable) - rightPane.Add(new BuildableEditorView(buildable, RefreshRow).Root); + rightPane.Add(new BuildableEditorView(buildable, RefreshRow, ShowSelection).Root); } /// diff --git a/Assets/GAME/Script/Editor/Database/BuildableAssetFactory.cs b/Assets/GAME/Script/Editor/Database/BuildableAssetFactory.cs index c86419ad..c9c055a5 100644 --- a/Assets/GAME/Script/Editor/Database/BuildableAssetFactory.cs +++ b/Assets/GAME/Script/Editor/Database/BuildableAssetFactory.cs @@ -1,20 +1,91 @@ using System.IO; +using System.Text; using UnityEditor; using UnityEngine; using Ashwild.Building; +using Ashwild.GrassClearer; +using FishNet.Component.Transforming; +using FishNet.Object; namespace Ashwild.EditorTools { /// - /// Editor-only factory that creates BuildableData assets for the Ashwild Database window. - /// Kept separate from the window so buildable authoring stays a single-purpose, testable helper — - /// mirrors RecipeAssetFactory for recipes and ItemAssetFactory for items. + /// Which socket sets to generate on a buildable. Combinable, because one piece usually offers several + /// kinds of connection at once: a floor slab chains to other slabs by its edges AND hosts walls on + /// those same edges, so it is authored as | . + /// + /// Each flag describes a connection the piece OFFERS, not what the piece is called, so the sets + /// compose without overlapping. The pairs that mate are (faces up, on a + /// floor) with 's foot (faces down, on the wall) — opposing forwards of the + /// same category, which is exactly what BuildManager requires to connect two sockets. + /// + /// Lives here rather than in the runtime assembly because it is purely an authoring-time hint: the + /// generated prefabs only ever carry plain BuildSnapPoints. + /// + [System.Flags] + public enum BuildSnapLayout + { + None = 0, + + /// Four horizontal edge sockets (category Floor) so slabs chain edge to edge. + FloorEdges = 1 << 0, + + /// Four upward-facing sockets on the top edges (category Wall) where a wall plants its foot. + WallMounts = 1 << 1, + + /// This piece IS a wall: a downward foot plus two end sockets (category Wall) for wall-to-wall runs. + WallBody = 1 << 2, + + /// A single upward socket at the centre of the top face (category Roof) where a roof lands. + RoofMount = 1 << 3, + + /// This piece IS a roof/ceiling: a single downward socket at its centre, mating a RoofMount. + RoofBody = 1 << 4, + + /// Up/down caps (category Pillar) so pillars stack vertically. + PillarCaps = 1 << 5 + } + + /// + /// Editor-only factory that creates BuildableData assets and, on demand, generates the two prefabs a + /// buildable needs from a single source mesh or prefab — mirroring ItemAssetFactory for items. + /// + /// The generated pair follows the authored convention exactly (see Ghost_WoodCelling / WoodCelling_Prefab): + /// - Built prefab — root on the Build layer carrying the source as a child, a non-trigger BoxCollider + /// fitted to the renderers, BuiltStructure (bump / highlight / damage entry) and ClearGrassOnPlace. + /// - Ghost prefab — the same root plus a NetworkObject and a client-authoritative NetworkTransform + /// (BuildRegistry spawns the ghost as a real NetworkObject, §3's deliberate low-count exception), + /// and a BuildGhost wired to the footprint collider and the two overlay materials. + /// + /// Both get a "Snap" container of BuildSnapPoints on the BuildSnap layer, positioned from the source's + /// bounds with each socket's forward pointing OUT of the piece — the orientation BuildManager requires, + /// since two sockets only connect when their forwards oppose. The built copy's sockets are triggers so + /// the placement overlap finds them; the ghost's are not, so a ghost never snaps to itself. + /// + /// The layout is a best guess from the mesh proportions and is meant to be adjusted by hand afterwards; + /// generation exists to kill the repetitive part, not to replace authoring judgement. /// public static class BuildableAssetFactory { #region Constants private const string BuildablesFolder = "Assets/GAME/ScriptableObjects/Buildables"; + private const string BuiltPrefabFolder = "Assets/GAME/Prefabs/Structure/Build/Build"; + private const string GhostPrefabFolder = "Assets/GAME/Prefabs/Structure/Build/Ghost"; + + private const string ValidOverlayPath = "Assets/GAME/Shaders/Build/GAME_BuildGhost_Good.mat"; + private const string InvalidOverlayPath = "Assets/GAME/Shaders/Build/GAME_BuildGhost_Not.mat"; + + private const string BuildLayerName = "Build"; + private const string SnapLayerName = "BuildSnap"; + private const string GhostLayerName = "BuildGhost"; + + private const string SnapContainerName = "Snap"; + private const float SnapColliderRadius = 0.5f; + + private const string RefreshPrefabsMenu = "Tools/Fish-Networking/Utility/Refresh Default Prefabs"; + + private static readonly Vector3 FallbackSize = new Vector3(1f, 1f, 1f); #endregion @@ -44,10 +115,512 @@ namespace Ashwild.EditorTools return buildable; } + /// + /// Renames the asset file so it matches the authored display name — a buildable called "Wood Wall" + /// should not sit on disk as "NewBuildable 2". Invalid path characters are stripped and the result + /// is uniquified, so a clash with an existing file never overwrites it. No-op when the name is + /// blank or already matches. Returns true when the file was actually renamed. + /// + public static bool RenameAssetToDisplayName(BuildableData buildable) + { + if (buildable == null) return false; + + string desired = SanitiseFileName(buildable.DisplayName); + if (string.IsNullOrEmpty(desired) || desired == buildable.name) return false; + + string path = AssetDatabase.GetAssetPath(buildable); + if (string.IsNullOrEmpty(path)) return false; + + string folder = Path.GetDirectoryName(path).Replace('\\', '/'); + string unique = Path.GetFileNameWithoutExtension(AssetDatabase.GenerateUniqueAssetPath($"{folder}/{desired}.asset")); + + string error = AssetDatabase.RenameAsset(path, unique); + if (!string.IsNullOrEmpty(error)) + { + Debug.LogWarning($"[BuildableAssetFactory] Could not rename '{buildable.name}' to '{unique}' — {error}.", buildable); + return false; + } + + AssetDatabase.SaveAssets(); + return true; + } + + /// + /// Strips characters the file system rejects (and collapses surrounding whitespace) so a display + /// name typed freely by a designer can safely become an asset file name. + /// + private static string SanitiseFileName(string raw) + { + if (string.IsNullOrWhiteSpace(raw)) return string.Empty; + + char[] invalid = Path.GetInvalidFileNameChars(); + StringBuilder builder = new StringBuilder(raw.Length); + foreach (char c in raw.Trim()) + if (System.Array.IndexOf(invalid, c) < 0) builder.Append(c); + + return builder.ToString().Trim(); + } + + #endregion + + #region Prefab Generation + + /// + /// Generates the missing prefabs for a buildable from one source object (an FBX model or an + /// existing prefab), wires them onto the asset and returns true when at least one was created. + /// Only the slots asked for are built, so a designer can regenerate just the ghost after tweaking + /// the model without losing hand-edits on the built prefab. + /// + /// The source is nested as a child rather than flattened, so it stays a live prefab link the + /// designer can keep editing. Because the ghost is a NetworkObject it must live in + /// DefaultPrefabObjects; FishNet's generator picks it up on import, and we force a refresh + /// afterwards so the registration is deterministic rather than dependent on import timing. + /// + public static bool GeneratePrefabs(BuildableData buildable, GameObject source, BuildSnapLayout layout, bool generateBuilt, bool generateGhost) + { + if (buildable == null) + { + Debug.LogError("[BuildableAssetFactory] Cannot generate prefabs — no BuildableData selected."); + return false; + } + if (source == null) + { + Debug.LogError($"[BuildableAssetFactory] Cannot generate prefabs for '{buildable.name}' — no source mesh or prefab chosen.", buildable); + return false; + } + if (!generateBuilt && !generateGhost) return false; + if (!EnsureFolder(BuiltPrefabFolder) || !EnsureFolder(GhostPrefabFolder)) return false; + + Bounds bounds = MeasureSource(source); + + bool created = false; + if (generateBuilt) created |= BuildBuiltPrefab(buildable, source, bounds, layout) != null; + if (generateGhost) created |= BuildGhostPrefab(buildable, source, bounds, layout) != null; + + if (created) + { + ApplySupport(buildable, layout); + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + RefreshNetworkPrefabRegistry(); + } + return created; + } + + /// + /// Builds and saves the committed-structure prefab: the source on the Build layer under a root + /// carrying a fitted non-trigger BoxCollider (what the demolition ray and obstruction tests hit), + /// BuiltStructure and ClearGrassOnPlace, plus trigger snap sockets the placement overlap can find. + /// + /// Committed structures are spawned by the server as real NetworkObjects, so the root gets one — + /// without it BuiltStructure (a NetworkBehaviour) cannot function and the prefab is not spawnable. + /// + private static GameObject BuildBuiltPrefab(BuildableData buildable, GameObject source, Bounds bounds, BuildSnapLayout layout) + { + GameObject root = BuildRoot(buildable.name, source, ResolveLayer(BuildLayerName)); + FitBoxCollider(root, bounds, true); + root.AddComponent(); + root.AddComponent(); + root.AddComponent(); + AddSnapSockets(root, bounds, layout, true); + + return SaveAndAssign(root, $"{BuiltPrefabFolder}/{buildable.name}.prefab", buildable, "builtPrefab"); + } + + /// + /// Builds and saves the placement-preview prefab: the same root plus the networking pair the + /// registry needs (NetworkObject + client-authoritative NetworkTransform, since the placer owns + /// and drives its own ghost) and a BuildGhost wired to the footprint collider and the shared + /// valid/invalid overlay materials. Its snap colliders are left as non-triggers, matching the + /// authored ghost, so the ghost never registers as a snap target for itself. + /// + /// The child renderers are assigned explicitly rather than left to BuildGhost's Awake fallback, so + /// the overlay targets are visible (and editable) in the prefab exactly like the authored ghost. + /// + private static GameObject BuildGhostPrefab(BuildableData buildable, GameObject source, Bounds bounds, BuildSnapLayout layout) + { + GameObject root = BuildRoot($"Ghost_{buildable.name}", source, ResolveGhostLayer()); + BoxCollider footprint = FitBoxCollider(root, bounds, false); + + root.AddComponent(); + NetworkTransform netTransform = root.AddComponent(); + SerializedObject transformSo = new SerializedObject(netTransform); + transformSo.FindProperty("_clientAuthoritative").boolValue = true; + transformSo.ApplyModifiedPropertiesWithoutUndo(); + + BuildGhost ghost = root.AddComponent(); + SerializedObject ghostSo = new SerializedObject(ghost); + ghostSo.FindProperty("footprint").objectReferenceValue = footprint; + ghostSo.FindProperty("validOverlay").objectReferenceValue = LoadOverlay(ValidOverlayPath); + ghostSo.FindProperty("invalidOverlay").objectReferenceValue = LoadOverlay(InvalidOverlayPath); + AssignRenderers(ghostSo.FindProperty("renderers"), root); + ghostSo.ApplyModifiedPropertiesWithoutUndo(); + + AddSnapSockets(root, bounds, layout, false); + DisableColliders(root); + + return SaveAndAssign(root, $"{GhostPrefabFolder}/Ghost_{buildable.name}.prefab", buildable, "ghostPrefab"); + } + + /// + /// Fills a serialized Renderer array with every renderer found under the root, including inactive + /// ones — the ghost swaps materials on all of them, so a renderer left out would keep its opaque + /// look while the rest of the piece turns translucent. + /// + private static void AssignRenderers(SerializedProperty arrayProperty, GameObject root) + { + Renderer[] renderers = root.GetComponentsInChildren(true); + + arrayProperty.arraySize = renderers.Length; + for (int i = 0; i < renderers.Length; i++) + arrayProperty.GetArrayElementAtIndex(i).objectReferenceValue = renderers[i]; + } + + #endregion + + #region Snap Sockets + + /// + /// Creates the "Snap" container at the source's bounds centre and fills it with every socket set + /// the layout asks for — they compose, so a floor slab gets its edge ring AND its wall mounts from + /// one pass. Nothing is added for , leaving a piece that can only + /// be free-placed. + /// + private static void AddSnapSockets(GameObject root, Bounds bounds, BuildSnapLayout layout, bool trigger) + { + if (layout == BuildSnapLayout.None) return; + + GameObject container = new GameObject(SnapContainerName) { layer = root.layer }; + container.transform.SetParent(root.transform, false); + container.transform.localPosition = bounds.center; + + Vector3 half = bounds.extents; + + if (layout.HasFlag(BuildSnapLayout.FloorEdges)) AddFloorEdges(container, half, trigger); + if (layout.HasFlag(BuildSnapLayout.RoofMount)) AddRoofMount(container, half, trigger); + if (layout.HasFlag(BuildSnapLayout.RoofBody)) AddRoofBody(container, half, trigger); + if (layout.HasFlag(BuildSnapLayout.WallMounts)) AddWallMounts(container, half, trigger); + if (layout.HasFlag(BuildSnapLayout.WallBody)) AddWallBody(container, half, trigger); + if (layout.HasFlag(BuildSnapLayout.PillarCaps)) AddPillarCaps(container, half, trigger); + } + + /// + /// Adds the four horizontal edge sockets of a slab, at the midpoint of each side and at + /// mid-thickness, each facing straight out of the piece so a neighbour clicks in edge-to-edge. + /// + private static void AddFloorEdges(GameObject container, Vector3 half, bool trigger) + { + CreateSocket(container, "Floor_North", new Vector3(0f, 0f, half.z), Vector3.forward, SnapCategory.Floor, trigger); + CreateSocket(container, "Floor_South", new Vector3(0f, 0f, -half.z), Vector3.back, SnapCategory.Floor, trigger); + CreateSocket(container, "Floor_East", new Vector3(half.x, 0f, 0f), Vector3.right, SnapCategory.Floor, trigger); + CreateSocket(container, "Floor_West", new Vector3(-half.x, 0f, 0f), Vector3.left, SnapCategory.Floor, trigger); + } + + /// + /// Adds the single socket a roof lands on: centred on the top face and facing up, because a roof + /// or ceiling sits centred over the piece rather than hooking onto its sides. Deliberately ONE + /// socket, not a ring — four of them would let a roof snap offset to an edge, and two adjacent + /// pieces would each offer a competing target for the same roof. + /// + private static void AddRoofMount(GameObject container, Vector3 half, bool trigger) + { + CreateSocket(container, "RoofMount", new Vector3(0f, half.y, 0f), Vector3.up, SnapCategory.Roof, trigger); + } + + /// + /// Adds the counterpart a roof or ceiling piece needs: one socket under its centre facing DOWN, + /// which mates the upward RoofMount offered by whatever it rests on. Without this set a RoofMount + /// has nothing to pair with — two sockets connect only when their forwards oppose. + /// + private static void AddRoofBody(GameObject container, Vector3 half, bool trigger) + { + CreateSocket(container, "Roof_Base", new Vector3(0f, -half.y, 0f), Vector3.down, SnapCategory.Roof, trigger); + } + + /// + /// Adds the sockets a floor offers to walls: one per top edge, facing UP. A wall's foot faces down, + /// so the two oppose and connect — which also means a wall mount can never be mistaken for a floor + /// edge socket (those face sideways), even though a slab carries both rings at once. + /// + private static void AddWallMounts(GameObject container, Vector3 half, bool trigger) + { + CreateSocket(container, "WallMount_North", new Vector3(0f, half.y, half.z), Vector3.up, SnapCategory.Wall, trigger); + CreateSocket(container, "WallMount_South", new Vector3(0f, half.y, -half.z), Vector3.up, SnapCategory.Wall, trigger); + CreateSocket(container, "WallMount_East", new Vector3(half.x, half.y, 0f), Vector3.up, SnapCategory.Wall, trigger); + CreateSocket(container, "WallMount_West", new Vector3(-half.x, half.y, 0f), Vector3.up, SnapCategory.Wall, trigger); + } + + /// + /// Adds a standing panel's own sockets: a foot at the base facing DOWN (which mates a floor's + /// upward wall mount) plus one socket on each end of its long axis facing outward, so walls chain + /// into runs. The long axis is taken as whichever horizontal dimension is larger. + /// + private static void AddWallBody(GameObject container, Vector3 half, bool trigger) + { + bool thinAlongZ = half.z <= half.x; + Vector3 longAxis = thinAlongZ ? Vector3.right : Vector3.forward; + float longHalf = thinAlongZ ? half.x : half.z; + + CreateSocket(container, "Wall_Foot", new Vector3(0f, -half.y, 0f), Vector3.down, SnapCategory.Wall, trigger); + CreateSocket(container, "Wall_SideA", longAxis * longHalf, longAxis, SnapCategory.Wall, trigger); + CreateSocket(container, "Wall_SideB", -longAxis * longHalf, -longAxis, SnapCategory.Wall, trigger); + } + + /// + /// Adds a pillar's two caps so pillars stack vertically: the top faces up and the bottom faces + /// down, which is exactly the opposing pair the snapping requires. + /// + private static void AddPillarCaps(GameObject container, Vector3 half, bool trigger) + { + CreateSocket(container, "Cap_Top", new Vector3(0f, half.y, 0f), Vector3.up, SnapCategory.Pillar, trigger); + CreateSocket(container, "Cap_Bottom", new Vector3(0f, -half.y, 0f), Vector3.down, SnapCategory.Pillar, trigger); + } + + /// + /// Creates one socket: a child on the BuildSnap layer oriented so its forward is + /// , carrying a BuildSnapPoint of the given category and the sphere + /// collider the placement overlap detects it by. Sockets are triggers on the built piece (the + /// snap targets the placement scan looks for) and plain colliders on the ghost, matching the + /// authored prefabs — the ghost is excluded from its own scan by parentage, not by collider type. + /// + private static void CreateSocket(GameObject container, string name, Vector3 localPosition, Vector3 outward, SnapCategory category, bool trigger) + { + GameObject socket = new GameObject(name) { layer = ResolveLayer(SnapLayerName) }; + socket.transform.SetParent(container.transform, false); + socket.transform.localPosition = localPosition; + socket.transform.localRotation = SocketRotation(outward); + + BuildSnapPoint point = socket.AddComponent(); + SerializedObject so = new SerializedObject(point); + so.FindProperty("category").enumValueIndex = (int)category; + so.ApplyModifiedPropertiesWithoutUndo(); + + SphereCollider collider = socket.AddComponent(); + collider.radius = SnapColliderRadius; + collider.isTrigger = trigger; + } + + /// + /// Turns an outward direction into a socket rotation. A vertical direction needs a non-parallel + /// reference up, otherwise LookRotation degenerates and the cap sockets come out unrotated. + /// + private static Quaternion SocketRotation(Vector3 outward) + { + Vector3 up = Mathf.Abs(Vector3.Dot(outward, Vector3.up)) > 0.99f ? Vector3.forward : Vector3.up; + return Quaternion.LookRotation(outward, up); + } + + /// + /// Derives the buildable's placement rule from the sockets it was just given: a piece authored as + /// a wall body or a roof body only makes sense attached to something, so it becomes SnapOnly and + /// can no longer be dropped in mid-air. Everything else — foundations, floor slabs — stays free to + /// place on the ground. Doing it here means the designer never has to remember to set the two + /// fields consistently: the socket layout already says what kind of piece this is. + /// + private static void ApplySupport(BuildableData buildable, BuildSnapLayout layout) + { + bool needsConnection = layout.HasFlag(BuildSnapLayout.WallBody) || layout.HasFlag(BuildSnapLayout.RoofBody); + + SerializedObject so = new SerializedObject(buildable); + so.FindProperty("support").enumValueIndex = (int)(needsConnection ? PlacementSupport.SnapOnly : PlacementSupport.GroundOrSnap); + so.ApplyModifiedPropertiesWithoutUndo(); + EditorUtility.SetDirty(buildable); + } + + /// + /// Suggests a layout for a source model, so picking a mesh in the window pre-ticks a sensible set + /// the designer can then adjust. Measures the mesh, so it is only worth calling when the source + /// actually changes. + /// + public static BuildSnapLayout InferLayout(GameObject source) + { + return source == null ? BuildSnapLayout.None : InferLayout(MeasureSource(source).size); + } + + /// + /// Picks a socket layout from the mesh's proportions: a square-ish tall block stacks as a pillar, + /// a tall panel thin on one horizontal axis is a wall body, and anything flat enough to stand on + /// is a floor — which gets BOTH its edge ring (slab to slab) and its wall mounts, since a floor + /// piece almost always has to host walls too. That combination is the reason the layout is a set + /// of flags rather than a single choice. + /// + private static BuildSnapLayout InferLayout(Vector3 size) + { + const BuildSnapLayout slab = BuildSnapLayout.FloorEdges | BuildSnapLayout.WallMounts; + + float minHorizontal = Mathf.Min(size.x, size.z); + float maxHorizontal = Mathf.Max(size.x, size.z); + if (maxHorizontal <= Mathf.Epsilon) return slab; + + if (size.y <= 0.5f * minHorizontal) return slab; + if (size.y >= 1.5f * maxHorizontal && maxHorizontal <= 1.6f * minHorizontal) return BuildSnapLayout.PillarCaps; + if (minHorizontal <= 0.35f * maxHorizontal && size.y >= 0.6f * maxHorizontal) return BuildSnapLayout.WallBody; + + return slab; + } + #endregion #region Internal Helpers + /// + /// Measures the source's combined renderer bounds in its own local space by instantiating it once + /// at the origin, so socket positions and the footprint are derived from the real mesh rather than + /// guessed. Falls back to a unit box when the source has no renderers, so generation still yields a + /// usable (if arbitrary) footprint instead of a degenerate zero-size collider. + /// + private static Bounds MeasureSource(GameObject source) + { + GameObject probe = (GameObject)PrefabUtility.InstantiatePrefab(source); + if (probe == null) probe = Object.Instantiate(source); + probe.transform.position = Vector3.zero; + probe.transform.rotation = Quaternion.identity; + + Renderer[] renderers = probe.GetComponentsInChildren(); + Bounds bounds = renderers.Length > 0 ? renderers[0].bounds : new Bounds(Vector3.zero, FallbackSize); + for (int i = 1; i < renderers.Length; i++) bounds.Encapsulate(renderers[i].bounds); + + Object.DestroyImmediate(probe); + return bounds; + } + + /// + /// Creates the generated root with the source nested as a child at the origin, so the designer's + /// authored model stays a prefab link rather than being flattened into the copy. + /// + /// The whole nested subtree is forced onto . Source models routinely ship + /// on their own layer (a wall model authored on Build, say), and leaving that alone would make the + /// generated piece behave inconsistently — worst of all on a ghost, whose visual must not sit on a + /// layer the obstruction test scans. + /// + private static GameObject BuildRoot(string name, GameObject source, int layer) + { + GameObject root = new GameObject(name) { layer = layer }; + + GameObject visual = (GameObject)PrefabUtility.InstantiatePrefab(source); + if (visual == null) visual = Object.Instantiate(source); + visual.transform.SetParent(root.transform, false); + visual.transform.localPosition = Vector3.zero; + SetLayerRecursively(visual, layer); + + return root; + } + + /// + /// Puts a GameObject and every descendant on one layer. + /// + private static void SetLayerRecursively(GameObject go, int layer) + { + go.layer = layer; + foreach (Transform child in go.transform) + SetLayerRecursively(child.gameObject, layer); + } + + /// + /// Disables every collider under the ghost, including any the source model brought with it. + /// + /// This is what keeps a ghost from reporting itself as blocked: BuildGhost box-overlaps its + /// footprint against the obstruction mask, and an enabled collider anywhere in the preview — the + /// source model's own BoxCollider is the usual culprit, since it is authored on the Build layer — + /// lands inside that very box, so the spot reads as occupied everywhere and the ghost never turns + /// green. A ghost needs no physics at all: its footprint is read as raw dimensions, and its snap + /// sockets are found through GetComponentsInChildren, never by an overlap query. + /// + private static void DisableColliders(GameObject root) + { + foreach (Collider collider in root.GetComponentsInChildren(true)) + collider.enabled = false; + } + + /// + /// The layer generated ghosts go on: a dedicated "BuildGhost" layer when the project defines one + /// (the clean setup — it keeps previews out of every mask aimed at real structures), otherwise the + /// Build layer, matching the original authored ghosts. Silent by design, since the dedicated layer + /// is optional. + /// + private static int ResolveGhostLayer() + { + int layer = LayerMask.NameToLayer(GhostLayerName); + return layer >= 0 ? layer : ResolveLayer(BuildLayerName); + } + + /// + /// Adds the root's BoxCollider sized to the measured bounds. It is left enabled on the built piece + /// (its physical body, and what the demolition ray hits) but DISABLED on the ghost: the obstruction + /// mask is the Build layer the ghost itself sits on, so an enabled footprint would overlap itself + /// and report every spot as blocked. BuildGhost only ever reads the collider's centre/size, never + /// its physics contacts, so a disabled collider still serves as the bounds source. + /// + private static BoxCollider FitBoxCollider(GameObject root, Bounds bounds, bool enabled) + { + BoxCollider box = root.AddComponent(); + box.center = bounds.center; + box.size = bounds.size; + box.enabled = enabled; + return box; + } + + /// + /// Saves a built GameObject as a prefab under a unique path, destroys the scene instance, wires the + /// saved prefab onto the given BuildableData field and marks the asset dirty. + /// + private static GameObject SaveAndAssign(GameObject root, string desiredPath, BuildableData buildable, string field) + { + string prefabPath = AssetDatabase.GenerateUniqueAssetPath(desiredPath); + GameObject prefab = PrefabUtility.SaveAsPrefabAsset(root, prefabPath); + Object.DestroyImmediate(root); + + if (prefab == null) + { + Debug.LogError($"[BuildableAssetFactory] Failed to save prefab at '{prefabPath}'.", buildable); + return null; + } + + SerializedObject so = new SerializedObject(buildable); + so.FindProperty(field).objectReferenceValue = prefab; + so.ApplyModifiedPropertiesWithoutUndo(); + EditorUtility.SetDirty(buildable); + + Debug.Log($"[BuildableAssetFactory] Built '{prefabPath}' and assigned it to {buildable.name}.{field}.", prefab); + return prefab; + } + + /// + /// Loads one of the shared ghost overlay materials, warning (rather than failing generation) when + /// it has been moved — a ghost without overlays still works, it just renders opaque. + /// + private static Material LoadOverlay(string path) + { + Material material = AssetDatabase.LoadAssetAtPath(path); + if (material == null) + Debug.LogWarning($"[BuildableAssetFactory] Ghost overlay material not found at '{path}' — assign it by hand on the generated ghost."); + return material; + } + + /// + /// Forces FishNet to rescan DefaultPrefabObjects so the freshly saved ghost is spawnable straight + /// away. Invoked through the menu item rather than the generator API, which is internal to the + /// FishNet assembly and so unreachable from this one. + /// + private static void RefreshNetworkPrefabRegistry() + { + if (!EditorApplication.ExecuteMenuItem(RefreshPrefabsMenu)) + Debug.LogWarning($"[BuildableAssetFactory] Could not run '{RefreshPrefabsMenu}' — run it by hand so the ghost is registered as a spawnable network prefab."); + } + + /// + /// Resolves a layer index by name, falling back to the Default layer (0) with a warning when the + /// project is missing the expected layer so generation never silently lands on a wrong one. + /// + private static int ResolveLayer(string layerName) + { + int layer = LayerMask.NameToLayer(layerName); + if (layer >= 0) return layer; + + Debug.LogWarning($"[BuildableAssetFactory] Layer '{layerName}' not found — using Default. Add it in the Tags & Layers settings."); + return 0; + } + /// /// Ensures a project-relative asset folder exists, creating any missing segments. Returns /// false (and logs) when the path cannot be created. diff --git a/Assets/GAME/Script/Editor/Database/BuildableEditorView.cs b/Assets/GAME/Script/Editor/Database/BuildableEditorView.cs index ed2a866f..96ee32b9 100644 --- a/Assets/GAME/Script/Editor/Database/BuildableEditorView.cs +++ b/Assets/GAME/Script/Editor/Database/BuildableEditorView.cs @@ -1,18 +1,23 @@ using System; +using System.Collections.Generic; using UnityEditor; using UnityEditor.UIElements; using UnityEngine; using UnityEngine.UIElements; using Ashwild.Building; +using Ashwild.Inventory; namespace Ashwild.EditorTools { /// /// The custom editor for a BuildableData shown in the right pane of the Ashwild Database. Replaces /// the default ScriptableObject inspector with a hero header (large clickable icon, editable name, - /// "Buildable" badge) and cards for the identity (description) and the ghost/built prefabs the - /// construction menu and placement ghost consume. All fields bind live to the asset; changing the - /// name or icon notifies the list so the row updates without a full rebuild. + /// "Buildable" badge) and cards for the identity (description), the ghost/built prefabs, the resource + /// cost, and the placed structure's health. The cost card reuses the recipe editor's interactive chip + /// strip — one clickable item card (with a −/+ quantity stepper and a remove button) per cost line, + /// joined by "+", followed by a dashed add tile — so authoring a price feels identical to authoring a + /// recipe. All fields bind live to the asset; changing the name or icon notifies the list so the row + /// updates without a full rebuild. /// public class BuildableEditorView { @@ -21,12 +26,21 @@ namespace Ashwild.EditorTools public VisualElement Root { get; } private const int IconPickerControlId = 0x41534842; + private const int CostPickerControlId = 0x41534843; private readonly BuildableData buildable; private readonly SerializedObject so; + private readonly SerializedProperty costProp; private readonly Action onMetaChanged; + private readonly Action onAssetChanged; private VisualElement iconPreview; + private VisualElement costStrip; + private Action costPickHandler; + private bool costPickCommitsOnCloseOnly; + + private GameObject generationSource; + private BuildSnapLayout generationLayout = BuildSnapLayout.None; #endregion @@ -34,18 +48,28 @@ namespace Ashwild.EditorTools /// /// Builds the full editor tree for a buildable. is raised when - /// the display name or icon changes so the list can refresh that row. + /// the display name or icon changes so the list can refresh that row; + /// re-renders the whole view after a structural change (prefab + /// generation, asset rename) that the live bindings alone cannot reflect. /// - public BuildableEditorView(BuildableData buildable, Action onMetaChanged) + public BuildableEditorView(BuildableData buildable, Action onMetaChanged, Action onAssetChanged) { this.buildable = buildable; this.onMetaChanged = onMetaChanged; + this.onAssetChanged = onAssetChanged; so = new SerializedObject(buildable); + costProp = so.FindProperty("cost"); Root = new VisualElement(); Root.Add(BuildHero()); Root.Add(BuildIdentityCard()); Root.Add(BuildPrefabsCard()); + Root.Add(BuildCostCard()); + Root.Add(BuildPlacementCard()); + Root.Add(BuildHealthCard()); + Root.Add(BuildPickerProxy()); + + RefreshCost(); } #endregion @@ -82,6 +106,7 @@ namespace Ashwild.EditorTools nameField.AddToClassList("ash-hero__name"); nameField.BindProperty(so.FindProperty("displayName")); nameField.RegisterValueChangedCallback(_ => onMetaChanged?.Invoke()); + nameField.RegisterCallback(_ => SyncAssetName()); info.Add(AshwildUI.EditableNameRow(nameField)); VisualElement typeRow = new VisualElement(); @@ -93,6 +118,19 @@ namespace Ashwild.EditorTools return hero; } + /// + /// Renames the asset file to match the display name once the designer leaves the name field, so a + /// buildable titled "Wood Wall" stops living on disk as "NewBuildable 2". Deliberately fired on + /// focus-out rather than on every keystroke — renaming per character would spam the AssetDatabase + /// and leave a trail of half-typed file names. Re-renders the view so the header reflects the new + /// asset identity. + /// + private void SyncAssetName() + { + if (BuildableAssetFactory.RenameAssetToDisplayName(buildable)) + onAssetChanged?.Invoke(); + } + /// /// Shows the buildable's icon in the hero preview, or a neutral placeholder when none is set. /// @@ -141,7 +179,7 @@ namespace Ashwild.EditorTools #endregion - #region Cards + #region Identity & Prefab Cards /// /// Identity card: the description shown on the menu card, plus the icon field (kept in sync @@ -170,7 +208,12 @@ namespace Ashwild.EditorTools /// /// Prefabs card: the semi-transparent ghost spawned while positioning and the real structure - /// spawned once placement is confirmed. + /// spawned once placement is confirmed. When either slot is still empty the card also offers the + /// one-click generator below the fields, so the common path (drop a mesh in, press Generate) never + /// leaves the window. The generator's visibility is resolved when the view is built rather than + /// bound to the two fields: BindProperty raises a change event on its initial bind, so re-rendering + /// from those callbacks would loop the view rebuild endlessly. Generating re-renders explicitly, + /// and a hand-assigned prefab is picked up the next time the buildable is selected. /// private VisualElement BuildPrefabsCard() { @@ -184,9 +227,367 @@ namespace Ashwild.EditorTools built.BindProperty(so.FindProperty("builtPrefab")); card.Add(built); + if (buildable.GhostPrefab == null || buildable.BuiltPrefab == null) + card.Add(BuildGeneratorBlock()); + return card; } + /// + /// The generator shown while a prefab slot is empty: pick a source model or prefab, tick which + /// socket sets the piece should offer, and press the button to author the missing prefab(s) — + /// collider, gameplay components, networking and snap sockets included. Only the empty slots are + /// generated, so regenerating a ghost never clobbers a built prefab that has already been hand-tuned. + /// + /// The layout is a mask rather than a single choice because one piece usually offers several kinds + /// of connection: a floor both chains to other floors and hosts walls. Choosing a source pre-ticks + /// the set inferred from the mesh proportions, which the designer is free to change. + /// + private VisualElement BuildGeneratorBlock() + { + VisualElement block = new VisualElement(); + block.AddToClassList("ash-generator"); + + Label heading = new Label("Generate from a source model"); + heading.AddToClassList("ash-generator__title"); + block.Add(heading); + + MaskField layoutField = null; + + ObjectField sourceField = new ObjectField("Source Mesh / Prefab") + { + objectType = typeof(GameObject), + allowSceneObjects = false, + tooltip = "The authored model (FBX) or prefab to wrap. It is nested as a child, never flattened, so you can keep editing it." + }; + sourceField.RegisterValueChangedCallback(evt => + { + generationSource = evt.newValue as GameObject; + generationLayout = BuildableAssetFactory.InferLayout(generationSource); + layoutField?.SetValueWithoutNotify((int)generationLayout); + }); + block.Add(sourceField); + + layoutField = new MaskField( + "Snap Layout", + new List { "Floor Edges", "Wall Mounts", "Wall Body", "Roof Mount", "Roof Body", "Pillar Caps" }, + (int)generationLayout) + { + tooltip = "Which sockets to place — combinable. A floor slab usually wants Floor Edges (chain to other slabs) AND Wall Mounts (walls stand on its edges); a wall piece wants Wall Body." + }; + layoutField.RegisterValueChangedCallback(evt => generationLayout = (BuildSnapLayout)evt.newValue); + block.Add(layoutField); + + Button generate = new Button(GenerateMissingPrefabs) { text = DescribeGeneration() }; + generate.AddToClassList("ash-btn"); + generate.AddToClassList("ash-btn--primary"); + block.Add(generate); + + Label hint = new Label("Sockets are placed from the mesh bounds: floor edges face outward, wall mounts face up, a wall's foot faces down, and the roof mount is a single socket centred on the top face. Treat the layout as a starting point — nudge them in the prefab afterwards."); + hint.AddToClassList("ash-generator__hint"); + block.Add(hint); + + return block; + } + + /// + /// Labels the generate button with exactly what it will create, so the designer can tell at a + /// glance whether pressing it touches one slot or both. + /// + private string DescribeGeneration() + { + bool needsBuilt = buildable.BuiltPrefab == null; + bool needsGhost = buildable.GhostPrefab == null; + + if (needsBuilt && needsGhost) return "Generate Built + Ghost Prefabs"; + return needsBuilt ? "Generate Built Prefab" : "Generate Ghost Prefab"; + } + + /// + /// Runs the generation for whichever slots are empty and re-renders the view so the new prefabs + /// appear in their fields and the generator collapses away. + /// + private void GenerateMissingPrefabs() + { + bool generated = BuildableAssetFactory.GeneratePrefabs( + buildable, + generationSource, + generationLayout, + buildable.BuiltPrefab == null, + buildable.GhostPrefab == null); + + if (generated) onAssetChanged?.Invoke(); + } + + /// + /// Health card: the hit points the placed structure starts with, edited as a plain float field. + /// An empty cost makes the build free; likewise this drives the proportional demolition refund. + /// + private VisualElement BuildHealthCard() + { + VisualElement card = AshwildUI.Card("Health"); + + FloatField maxHealth = new FloatField("Max Health"); + maxHealth.BindProperty(so.FindProperty("maxHealth")); + card.Add(maxHealth); + + return card; + } + + /// + /// Placement card: what this structure may rest on. Generating the prefabs sets it from the snap + /// layout, so this is the override for a piece the layout cannot classify — or for a buildable + /// authored before the rule existed, which defaults to the permissive Ground Or Snap. + /// + private VisualElement BuildPlacementCard() + { + VisualElement card = AshwildUI.Card("Placement"); + + EnumField support = new EnumField("Support") + { + tooltip = "Ground Or Snap: free placement anywhere the aim lands, or connected. Snap Only: valid solely while connected to a matching socket — use it for walls, ceilings and roofs so they cannot be dropped in mid-air." + }; + support.BindProperty(so.FindProperty("support")); + card.Add(support); + + return card; + } + + #endregion + + #region Cost Card + + /// + /// Cost card: an interactive chip strip mirroring the recipe editor. Each cost line is a clickable + /// item card with a −/+ quantity stepper and a remove button, the lines are joined by "+", and a + /// dashed add tile appends a new line. An empty strip means a free build. + /// + private VisualElement BuildCostCard() + { + VisualElement card = AshwildUI.Card("Cost"); + + costStrip = new VisualElement(); + costStrip.AddToClassList("ash-equation"); + card.Add(costStrip); + + return card; + } + + /// + /// Repaints the whole cost strip: one interactive card per cost line (joined by "+"), then the + /// dashed add tile. Shows only the add tile when the build is free. + /// + private void RefreshCost() + { + costStrip.Clear(); + + int count = costProp.arraySize; + for (int i = 0; i < count; i++) + { + if (i > 0) costStrip.Add(Operator("+")); + costStrip.Add(BuildCostCardChip(i)); + } + + if (count > 0) costStrip.Add(Operator("+")); + costStrip.Add(BuildAddTile()); + } + + /// + /// Builds the interactive card for the cost line at : a clickable icon + /// (change item), the name, a −/+ quantity stepper, and a remove button. + /// + private VisualElement BuildCostCardChip(int index) + { + SerializedProperty element = costProp.GetArrayElementAtIndex(index); + ItemData item = element.FindPropertyRelative("item").objectReferenceValue as ItemData; + int quantity = element.FindPropertyRelative("quantity").intValue; + + VisualElement card = MakeCard(item, () => OpenItemPicker(item, true, picked => SetCostItem(index, picked))); + card.Add(Stepper(quantity, delta => AdjustCostQuantity(index, delta))); + + Button remove = new Button(() => RemoveCost(index)) { text = "✕" }; + remove.AddToClassList("ash-rchip__remove"); + card.Add(remove); + + return card; + } + + /// + /// Builds the dashed "+" tile that appends a new cost line once an item is picked. + /// + private VisualElement BuildAddTile() + { + VisualElement tile = new VisualElement(); + tile.AddToClassList("ash-rchip"); + tile.AddToClassList("ash-rchip--add"); + tile.tooltip = "Add a cost line"; + tile.RegisterCallback(_ => OpenItemPicker(null, false, AddCost)); + + Label plus = new Label("+"); + plus.AddToClassList("ash-rchip__plus"); + tile.Add(plus); + + return tile; + } + + /// + /// Builds the shared card body (icon + name) for an item, with the icon wired to open a picker. + /// The icon shows the item's sprite, or a neutral placeholder when unset. + /// + private VisualElement MakeCard(ItemData item, Action onIconClicked) + { + VisualElement card = new VisualElement(); + card.AddToClassList("ash-rchip"); + + VisualElement icon = new VisualElement(); + icon.AddToClassList("ash-rchip__icon"); + icon.tooltip = "Click to choose an item"; + if (item != null && item.Icon != null) icon.style.backgroundImage = new StyleBackground(item.Icon); + icon.RegisterCallback(_ => onIconClicked()); + card.Add(icon); + + Label name = new Label(item != null ? item.ItemName : "Choose…"); + name.AddToClassList("ash-rchip__name"); + card.Add(name); + + return card; + } + + /// + /// Builds a −/+ quantity stepper showing the current value; receives + /// -1 or +1. + /// + private VisualElement Stepper(int quantity, Action onDelta) + { + VisualElement stepper = new VisualElement(); + stepper.AddToClassList("ash-rchip__stepper"); + + Button minus = new Button(() => onDelta(-1)) { text = "−" }; + minus.AddToClassList("ash-rchip__step"); + stepper.Add(minus); + + Label value = new Label(quantity.ToString()); + value.AddToClassList("ash-rchip__qty"); + stepper.Add(value); + + Button plus = new Button(() => onDelta(1)) { text = "+" }; + plus.AddToClassList("ash-rchip__step"); + stepper.Add(plus); + + return stepper; + } + + /// + /// Builds a large "+" operator glyph between cost cards. + /// + private static Label Operator(string glyph) + { + Label op = new Label(glyph); + op.AddToClassList("ash-equation__op"); + return op; + } + + #endregion + + #region Cost Mutations + + /// + /// Sets the item of an existing cost line and repaints. + /// + private void SetCostItem(int index, ItemData item) + { + if (index < 0 || index >= costProp.arraySize) return; + costProp.GetArrayElementAtIndex(index).FindPropertyRelative("item").objectReferenceValue = item; + so.ApplyModifiedProperties(); + RefreshCost(); + } + + /// + /// Changes a cost line's quantity by a delta, clamped to a minimum of one, and repaints. + /// + private void AdjustCostQuantity(int index, int delta) + { + if (index < 0 || index >= costProp.arraySize) return; + SerializedProperty quantity = costProp.GetArrayElementAtIndex(index).FindPropertyRelative("quantity"); + quantity.intValue = Mathf.Max(1, quantity.intValue + delta); + so.ApplyModifiedProperties(); + RefreshCost(); + } + + /// + /// Appends a new cost line (quantity 1) for the picked item and repaints; ignores a null pick + /// (e.g. the picker was cancelled). + /// + private void AddCost(ItemData item) + { + if (item == null) return; + + int index = costProp.arraySize; + costProp.arraySize++; + SerializedProperty element = costProp.GetArrayElementAtIndex(index); + element.FindPropertyRelative("item").objectReferenceValue = item; + element.FindPropertyRelative("quantity").intValue = 1; + so.ApplyModifiedProperties(); + RefreshCost(); + } + + /// + /// Removes the cost line at the given index and repaints. + /// + private void RemoveCost(int index) + { + if (index < 0 || index >= costProp.arraySize) return; + costProp.DeleteArrayElementAtIndex(index); + so.ApplyModifiedProperties(); + RefreshCost(); + } + + #endregion + + #region Item Picker + + /// + /// Builds the hidden IMGUI proxy that relays Unity's object-picker commands to the active cost + /// pick handler (the editor window is UI Toolkit, which can't receive those commands directly). + /// + private VisualElement BuildPickerProxy() + { + IMGUIContainer proxy = new IMGUIContainer(HandleItemPickerCommands); + proxy.style.position = Position.Absolute; + proxy.style.width = 1; + proxy.style.height = 1; + return proxy; + } + + /// + /// Opens Unity's item picker seeded with the current item. When + /// is true the pick applies on every highlight (live preview, e.g. changing an existing line); + /// otherwise it applies only when the picker closes (e.g. adding a new line — commit once). + /// + private void OpenItemPicker(ItemData seed, bool commitLive, Action onPicked) + { + costPickHandler = onPicked; + costPickCommitsOnCloseOnly = !commitLive; + EditorGUIUtility.ShowObjectPicker(seed, false, string.Empty, CostPickerControlId); + } + + /// + /// Forwards the picker's selection to the active handler, honouring the live-vs-on-close policy. + /// + private void HandleItemPickerCommands() + { + Event evt = Event.current; + if (evt == null || evt.type != EventType.ExecuteCommand) return; + if (EditorGUIUtility.GetObjectPickerControlID() != CostPickerControlId) return; + + bool updated = evt.commandName == "ObjectSelectorUpdated"; + bool closed = evt.commandName == "ObjectSelectorClosed"; + if (!updated && !closed) return; + if (updated && costPickCommitsOnCloseOnly) return; + + costPickHandler?.Invoke(EditorGUIUtility.GetObjectPickerObject() as ItemData); + } + #endregion } } diff --git a/Assets/GAME/Script/Editor/FullscreenOnPlay.cs b/Assets/GAME/Script/Editor/FullscreenOnPlay.cs new file mode 100644 index 00000000..8a7fae05 --- /dev/null +++ b/Assets/GAME/Script/Editor/FullscreenOnPlay.cs @@ -0,0 +1,213 @@ +using System; +using System.Reflection; +using UnityEditor; +using UnityEngine; + +namespace Ashwild.EditorTools +{ + /// + /// Editor-only capture helper: an on/off toggle under Tools ▸ Ashwild that, when enabled, forces the + /// Game view into a borderless fullscreen window as soon as Play Mode starts — so the running game + /// looks exactly like a shipped build (no editor chrome, no toolbar) and is clean to record in OBS. + /// The preference is checkable in the menu and persists per-machine in EditorPrefs; entering fullscreen + /// spawns a dedicated popup Game view on the main display and it is torn down the moment play stops. + /// + [InitializeOnLoad] + public static class FullscreenOnPlay + { + #region Constants + + /// + /// The checkable menu entry that flips the feature on and off. + /// + private const string MenuPath = "Tools/Fullscreen On Play (OBS)"; + + /// + /// EditorPrefs key holding the toggle state. Per-user, per-machine — a personal recording setting, + /// deliberately not shared through the project. + /// + private const string PrefKey = "Ashwild.FullscreenOnPlay.Enabled"; + + #endregion + + #region State + + /// + /// The live borderless Game view spawned for fullscreen playback, or null when not in fullscreen. + /// Held so it can be closed again the instant Play Mode ends. + /// + private static EditorWindow fullscreenView; + + #endregion + + #region Initialization + + /// + /// Hooks the Play Mode state stream once, on editor load and every domain reload, so the fullscreen + /// window follows play/stop regardless of how the user triggered it. + /// + static FullscreenOnPlay() + { + EditorApplication.playModeStateChanged -= HandlePlayModeStateChanged; + EditorApplication.playModeStateChanged += HandlePlayModeStateChanged; + } + + #endregion + + #region Menu + + /// + /// Flips the toggle and, as a convenience, applies it immediately when already in Play Mode + /// (goes fullscreen right away, or drops back to the windowed Game view). + /// + [MenuItem(MenuPath, false, 200)] + private static void Toggle() + { + bool enabled = !IsEnabled; + EditorPrefs.SetBool(PrefKey, enabled); + Menu.SetChecked(MenuPath, enabled); + + if (!EditorApplication.isPlaying) return; + + if (enabled) EnterFullscreen(); + else ExitFullscreen(); + } + + /// + /// Keeps the menu checkmark in sync with the stored preference every time the menu is opened. + /// + [MenuItem(MenuPath, true)] + private static bool ToggleValidate() + { + Menu.SetChecked(MenuPath, IsEnabled); + return true; + } + + #endregion + + #region Play Mode Hook + + /// + /// Enters fullscreen when play begins (only if the toggle is on) and always tears it down as play + /// ends — so a leftover popup can never survive back into edit mode. + /// + private static void HandlePlayModeStateChanged(PlayModeStateChange state) + { + switch (state) + { + case PlayModeStateChange.EnteredPlayMode: + if (IsEnabled) EnterFullscreen(); + break; + case PlayModeStateChange.ExitingPlayMode: + ExitFullscreen(); + break; + } + } + + #endregion + + #region Fullscreen Control + + /// + /// Spawns a dedicated Game view, strips its toolbar and shows it as a borderless popup sized to the + /// main display — the closest the editor gets to a real build's fullscreen. The position is + /// re-asserted next editor tick because ShowPopup can clamp the initial rect. Reuses nothing from + /// the docked layout, so the user's window arrangement is left untouched. + /// + private static void EnterFullscreen() + { + if (fullscreenView != null) return; + + Type gameViewType = typeof(EditorWindow).Assembly.GetType("UnityEditor.GameView"); + if (gameViewType == null) + { + Debug.LogError("[FullscreenOnPlay] Could not resolve UnityEditor.GameView — fullscreen capture unavailable on this Unity version."); + return; + } + + fullscreenView = ScriptableObject.CreateInstance(gameViewType) as EditorWindow; + if (fullscreenView == null) + { + Debug.LogError("[FullscreenOnPlay] Failed to create a Game view instance — fullscreen capture aborted."); + return; + } + + fullscreenView.titleContent = new GUIContent("Game (Fullscreen)"); + SetShowToolbar(fullscreenView, false); + + Rect fullscreen = MainDisplayRect(); + fullscreenView.ShowPopup(); + fullscreenView.position = fullscreen; + fullscreenView.minSize = fullscreen.size; + fullscreenView.maxSize = fullscreen.size; + fullscreenView.Focus(); + + EditorApplication.delayCall += ReassertPosition; + + Debug.Log("[FullscreenOnPlay] Game view is fullscreen for capture. To exit: press your Play shortcut (Ctrl/Cmd+P), or Alt+Tab back to the Unity editor and press Stop."); + } + + /// + /// Closes the fullscreen popup if one is open. Safe to call when nothing is showing (a no-op), + /// so both the play-stop hook and the live toggle can lean on it unconditionally. + /// + private static void ExitFullscreen() + { + EditorApplication.delayCall -= ReassertPosition; + + if (fullscreenView == null) return; + + fullscreenView.Close(); + fullscreenView = null; + } + + /// + /// Re-applies the fullscreen rect one tick after showing, defeating any clamp ShowPopup applied + /// before the window was fully realized. Guards against the window having been closed meanwhile. + /// + private static void ReassertPosition() + { + EditorApplication.delayCall -= ReassertPosition; + if (fullscreenView == null) return; + + fullscreenView.position = MainDisplayRect(); + fullscreenView.Focus(); + } + + #endregion + + #region Internal Helpers + + /// + /// The main display's bounds expressed in editor points (pixels ÷ pixelsPerPoint), so the window + /// covers the whole monitor correctly even under OS display scaling on high-DPI screens. + /// + private static Rect MainDisplayRect() + { + float pixelsPerPoint = Mathf.Max(1f, EditorGUIUtility.pixelsPerPoint); + Resolution res = Screen.currentResolution; + return new Rect(0f, 0f, res.width / pixelsPerPoint, res.height / pixelsPerPoint); + } + + /// + /// Hides (or shows) the Game view's own toolbar via its internal 'showToolbar' property so the + /// capture is pure game with no editor UI. Silently degrades if the property is missing on a + /// future Unity version — a visible toolbar is a cosmetic loss, not a failure. + /// + private static void SetShowToolbar(EditorWindow gameView, bool visible) + { + PropertyInfo prop = gameView.GetType().GetProperty( + "showToolbar", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); + + if (prop != null && prop.CanWrite) + prop.SetValue(gameView, visible); + } + + /// + /// Whether the fullscreen-on-play toggle is currently enabled. + /// + private static bool IsEnabled => EditorPrefs.GetBool(PrefKey, false); + + #endregion + } +} diff --git a/Assets/GAME/Script/Editor/FullscreenOnPlay.cs.meta b/Assets/GAME/Script/Editor/FullscreenOnPlay.cs.meta new file mode 100644 index 00000000..62bc6303 --- /dev/null +++ b/Assets/GAME/Script/Editor/FullscreenOnPlay.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 71eb5c7505bea6d4f862da3606a758f3 \ No newline at end of file diff --git a/Assets/GAME/Script/Inventory/HotbarUI.cs b/Assets/GAME/Script/Inventory/HotbarUI.cs index 85f6207d..0ddd3265 100644 --- a/Assets/GAME/Script/Inventory/HotbarUI.cs +++ b/Assets/GAME/Script/Inventory/HotbarUI.cs @@ -55,7 +55,8 @@ namespace Ashwild.Inventory { // Visual setup that does not need the player. for (int i = 0; i < hotbarSlot.Length; i++) - hotbarSlot[i].Initialize(i, InventoryUI.OnSwapRequested, OnSlotClicked, OnSlotHoverEnter, OnSlotHoverExit); + hotbarSlot[i].Initialize(SlotContainer.Inventory, i, + InventoryUI.HandleSlotDrop, OnSlotClicked, OnSlotHoverEnter, OnSlotHoverExit); transform.localScale = Vector3.one * idleScale; if (canvasGroup != null) @@ -154,15 +155,27 @@ namespace Ashwild.Inventory ZoomOut(); } - private void OnSlotClicked(int index, bool rightClick) + /// + /// Right-click on a hotbar slot: a quick deposit into the open chest, otherwise the slot context + /// menu (only while the inventory window is open — the hotbar must not pop a menu during play). + /// + private void OnSlotClicked(SlotContainer container, int index, bool rightClick) { - if (rightClick && PlayerEvents.IsInventoryOpen) + if (!rightClick) return; + + if (PlayerEvents.IsChestOpen) { - if (contextMenu != null) - contextMenu.Show(index); - else - inventory.UseItem(index); + if (InventoryUI.Instance != null) + InventoryUI.Instance.RequestQuickTransfer(SlotContainer.Inventory, index); + return; } + + if (!PlayerEvents.IsInventoryOpen) return; + + if (contextMenu != null) + contextMenu.Show(index); + else + inventory.UseItem(index); } private void OnSlotChanged(int index) @@ -173,11 +186,12 @@ namespace Ashwild.Inventory /// /// Shows the shared description panel for a hovered hotbar slot, but only while the inventory - /// is open — during normal play the hotbar must not pop a description. The duration bar - /// reflects the item's remaining uses/durability. + /// is open and no chest is open (chest mode hides the description entirely) — during normal play + /// the hotbar must not pop a description. The duration bar reflects the item's remaining uses. /// - private void OnSlotHoverEnter(int index) + private void OnSlotHoverEnter(SlotContainer container, int index) { + if (PlayerEvents.IsChestOpen) return; if (hoverDescription == null || inventory == null || !PlayerEvents.IsInventoryOpen) return; InventorySlot slot = inventory.GetSlot(index); @@ -187,13 +201,7 @@ namespace Ashwild.Inventory return; } - ItemData item = slot.ItemData; - bool hasDuration = item.HasUses; - float fill = hasDuration ? (float)slot.CurrentUses / item.MaxUses : 0f; - string durationText = hasDuration ? $"{slot.CurrentUses} / {item.MaxUses}" : string.Empty; - - hoverDescription.Show(new ItemDescriptionView( - item.Icon, item.ItemName, item.Description, hasDuration, fill, durationText)); + hoverDescription.Show(ItemDescriptionView.From(slot)); } /// diff --git a/Assets/GAME/Script/Inventory/InventoryCategoryManager.cs b/Assets/GAME/Script/Inventory/InventoryCategoryManager.cs index 218ffd1b..10a06b30 100644 --- a/Assets/GAME/Script/Inventory/InventoryCategoryManager.cs +++ b/Assets/GAME/Script/Inventory/InventoryCategoryManager.cs @@ -9,6 +9,7 @@ namespace Ashwild.Inventory [SerializeField] private int defaultCategoryIndex; private int currentIndex = -1; + private bool locked; private void Awake() { @@ -22,12 +23,13 @@ namespace Ashwild.Inventory panels[i].SetActive(false); } + /// + /// Opens the category strip on the inventory category every time — the window must always land on + /// the inventory, never stay on craft from a previous session (and chest mode needs the grid). + /// public void Open() { - if (currentIndex < 0) - SelectCategoryImmediate(defaultCategoryIndex); - else - SelectCategoryImmediate(currentIndex); + SelectCategoryImmediate(defaultCategoryIndex); } public void Close() @@ -36,8 +38,15 @@ namespace Ashwild.Inventory panels[i].SetActive(false); } + /// + /// Blocks category switching while set — used in chest mode, where the left grid must stay the + /// inventory so items can be deposited/withdrawn. + /// + public void SetLocked(bool value) => locked = value; + public void SelectCategory(int index) { + if (locked) return; if (index == currentIndex) return; if (index < 0 || index >= panels.Length) return; diff --git a/Assets/GAME/Script/Inventory/InventorySlot.cs b/Assets/GAME/Script/Inventory/InventorySlot.cs index f26888b2..3f0a470c 100644 --- a/Assets/GAME/Script/Inventory/InventorySlot.cs +++ b/Assets/GAME/Script/Inventory/InventorySlot.cs @@ -55,17 +55,6 @@ namespace Ashwild.Inventory currentUses = 0; } - public int AddQuantity(int amount) - { - if (itemData == null || !itemData.IsStackable || itemData.HasUses) - return amount; - - int space = itemData.MaxStackSize - quantity; - int toAdd = amount < space ? amount : space; - quantity += toAdd; - return amount - toAdd; - } - public void RemoveQuantity(int amount) { quantity -= amount; diff --git a/Assets/GAME/Script/Inventory/InventoryUI.cs b/Assets/GAME/Script/Inventory/InventoryUI.cs index 4b706e6e..1f77cfa6 100644 --- a/Assets/GAME/Script/Inventory/InventoryUI.cs +++ b/Assets/GAME/Script/Inventory/InventoryUI.cs @@ -2,24 +2,37 @@ using UnityEngine; using UnityEngine.UI; using TMPro; using Ashwild.Player; +using Ashwild.Storage; using Ashwild.UI; namespace Ashwild.Inventory { /// - /// The inventory window. It is a local UI panel (opening/closing is purely local — the item - /// data itself lives in the networked ), so it is driven by the - /// GameUIManager panel stack like any other panel. The controller object stays active so it can - /// build its grid when the local player spawns; Show/Hide only toggle the visual window. + /// The inventory window and the manager of its right-side modules. It is a local UI panel + /// (opening/closing is purely local — the item data lives in the networked ), + /// driven by the GameUIManager panel stack. The left grid + hotbar are always the player's inventory; + /// the right area swaps between two modules: the hover description (normal browsing) and the chest + /// module () when a chest is opened. Opening a chest reuses this same window + /// — the inventory and hotbar cells double as the deposit source, so nothing is rebuilt — and every + /// drop is routed here into the right operation, chest transfers going through the chest's + /// server-authoritative RPCs so two players sharing a chest stay in sync. /// public class InventoryUI : UIPanel { /// /// Marks this panel as the inventory: input is locked and the cursor shows, but the world - /// keeps running (unlike the pause menu). + /// keeps running (unlike the pause menu). A chest reuses this same window/kind. /// public override PanelKind Kind => PanelKind.Inventory; + /// + /// The single inventory window in the scene, reached by a chest's Interact() and by slot cells + /// routing their drops here. + /// + public static InventoryUI Instance { get; private set; } + + #region Serialized Fields + [Header("References")] [SerializeField] private GameObject inventoryPanel; [SerializeField] private Transform slotContainer; @@ -33,8 +46,12 @@ namespace Ashwild.Inventory [Header("Context Menu")] [SerializeField] private SlotContextMenu contextMenu; - [Header("Hover Description")] + [Header("Right Modules")] + [Tooltip("Holder of the hover-description module — shown while browsing, hidden while a chest is open.")] + [SerializeField] private GameObject descriptionModule; [SerializeField] private HoverDescriptionUI hoverDescription; + [Tooltip("The chest module shown in place of the description while a chest is open.")] + [SerializeField] private ChestPanelUI chestPanel; [Header("Categories")] [SerializeField] private InventoryCategoryManager categoryManager; @@ -42,10 +59,32 @@ namespace Ashwild.Inventory [Header("Hotbar")] [SerializeField] private HotbarUI hotbarUI; + #endregion + + #region State + private SlotUI[] slotUIs; private PlayerInventory inventory; private bool bound; + /// + /// The chest bound while the window is in chest mode (null during normal inventory browsing). + /// + private Chest boundChest; + + #endregion + + #region Unity Lifecycle + + /// + /// Registers the singleton (in addition to the base panel setup). + /// + protected override void Awake() + { + base.Awake(); + Instance = this; + } + /// /// Waits for the networked local player to spawn before building the inventory grid. /// @@ -64,7 +103,7 @@ namespace Ashwild.Inventory private void Start() { - // Setup shared ghost for all SlotUIs (hotbar + inventory) — does not need the player. + // Setup shared ghost for all SlotUIs (hotbar + inventory + chest) — does not need the player. SlotUI.SetupGhost(ghostObject, ghostIcon, ghostQuantityText); inventoryPanel.SetActive(false); @@ -73,6 +112,20 @@ namespace Ashwild.Inventory BuildInventory(); } + /// + /// Clears the listener and the singleton on teardown. + /// + private void OnDestroy() + { + if (inventory != null) + inventory.onSlotChanged.RemoveListener(RefreshSlot); + if (Instance == this) Instance = null; + } + + #endregion + + #region Build + /// /// Builds the grid as soon as the local player has spawned on the network. /// @@ -96,7 +149,8 @@ namespace Ashwild.Inventory int slotIndex = inventory.HotbarSize + i; GameObject slotGO = Instantiate(slotPrefab, slotContainer); SlotUI slotUI = slotGO.GetComponent(); - slotUI.Initialize(slotIndex, OnSwapRequested, OnSlotClicked, OnSlotHoverEnter, OnSlotHoverExit); + slotUI.Initialize(SlotContainer.Inventory, slotIndex, + HandleSlotDrop, OnSlotClicked, OnSlotHoverEnter, OnSlotHoverExit); slotUIs[i] = slotUI; } @@ -104,29 +158,59 @@ namespace Ashwild.Inventory RefreshAll(); } - private void OnDestroy() + #endregion + + #region Panel Lifecycle + + /// + /// Binds a chest and opens this window in chest mode through the panel stack. Called from a + /// chest's Interact(); the chest is picked up in Show(). + /// + public void OpenChest(Chest chest) { - if (inventory != null) - inventory.onSlotChanged.RemoveListener(RefreshSlot); + if (chest == null) return; + boundChest = chest; + + if (UIManager.Instance != null) + UIManager.Instance.OpenPanel(this); } /// - /// Opens the inventory window (called by the GameUIManager panel stack). + /// Opens the inventory window. Enters chest mode when a chest was bound (right side shows the + /// chest module, category is forced to and locked on the inventory), otherwise normal browsing + /// (right side shows the description). Always lands on the inventory category, never craft. /// public override void Show() { inventoryPanel.SetActive(true); - RefreshAll(); + bool chestMode = boundChest != null; if (categoryManager != null) + { categoryManager.Open(); + categoryManager.SetLocked(chestMode); + } + + if (chestMode) + { + if (descriptionModule != null) descriptionModule.SetActive(false); + if (chestPanel != null) chestPanel.Bind(boundChest); + PlayerEvents.RaiseChestOpenChanged(true); + } + else + { + if (chestPanel != null) chestPanel.Hide(); + if (descriptionModule != null) descriptionModule.SetActive(true); + } + + RefreshAll(); if (hotbarUI != null) hotbarUI.OnInventoryOpen(); } /// - /// Closes the inventory window and tears down its transient UI (ghost, context menu). + /// Closes the window and tears down its transient UI (ghost, context menu, chest binding). /// public override void Hide() { @@ -140,11 +224,16 @@ namespace Ashwild.Inventory hoverDescription.Hide(); if (categoryManager != null) + { + categoryManager.SetLocked(false); categoryManager.Close(); + } if (hotbarUI != null) hotbarUI.OnInventoryClose(); + CloseChestMode(); + inventoryPanel.SetActive(false); } @@ -156,54 +245,99 @@ namespace Ashwild.Inventory if (ghostObject != null) ghostObject.SetActive(false); + CloseChestMode(); + inventoryPanel.SetActive(false); } - // Called by any SlotUI (inventory or hotbar) when a drag-drop completes - public static void OnSwapRequested(int fromIndex, int toIndex) + /// + /// Leaves chest mode: hides the chest module, releases the chest and puts the description module + /// back. Shared by both close paths so they can never drift apart — HideInstant used to forget + /// the description and left the right side blank on the next open. + /// + private void CloseChestMode() { - PlayerInventory inv = PlayerInventory.Instance; - InventorySlot fromSlot = inv.GetSlot(fromIndex); - InventorySlot toSlot = inv.GetSlot(toIndex); + if (boundChest == null) return; - // Same stackable item: merge - if (!fromSlot.IsEmpty && !toSlot.IsEmpty - && fromSlot.ItemData == toSlot.ItemData - && toSlot.CanAccept(fromSlot.ItemData)) - { - int leftover = toSlot.AddQuantity(fromSlot.Quantity); - if (leftover <= 0) - fromSlot.Clear(); - else - fromSlot.Set(fromSlot.ItemData, leftover); - - inv.onSlotChanged?.Invoke(fromIndex); - inv.onSlotChanged?.Invoke(toIndex); - } - else - { - // Swap - inv.SwapSlots(fromIndex, toIndex); - } + if (chestPanel != null) chestPanel.Hide(); + boundChest = null; + if (descriptionModule != null) descriptionModule.SetActive(true); + PlayerEvents.RaiseChestOpenChanged(false); } - private void OnSlotClicked(int index, bool rightClick) + #endregion + + #region Transfer Routing + + /// + /// Routes a slot drop to whoever owns the slots: the inventory itself when both ends are local, + /// otherwise the chest (which reconciles it server-side). Both paths end up in the same + /// rules, so a chest drag behaves exactly like an inventory drag. + /// Static so every cell (inventory, hotbar, chest) reports here without a per-cell reference. + /// + public static void HandleSlotDrop(SlotContainer fromContainer, int fromIndex, SlotContainer toContainer, int toIndex) { - if (rightClick) + if (fromContainer == SlotContainer.Inventory && toContainer == SlotContainer.Inventory) { - if (contextMenu != null) - contextMenu.Show(index); - else - inventory.UseItem(index); + PlayerInventory inv = PlayerInventory.Instance; + if (inv != null) inv.MoveSlot(fromIndex, toIndex); + return; } + + Chest chest = Instance != null ? Instance.boundChest : null; + if (chest == null) return; + + // Paint the chest cell as emptied now: its clear replicates on the SyncList (end of tick) + // while the grant is an immediate TargetRpc, so without this the stack visibly lands in the + // inventory before it leaves the chest. + if (fromContainer == SlotContainer.Chest && Instance.chestPanel != null) + Instance.chestPanel.PredictEmptied(fromIndex); + + chest.RequestMove(fromContainer, fromIndex, toContainer, toIndex); } /// - /// Builds the description payload for the hovered slot and shows the side panel. Empty slots - /// keep the panel hidden. The duration bar reflects the item's remaining uses/durability. + /// Quick-transfers a stack to the other container (auto-placed), for right-clicks. Exposed so the + /// hotbar — which cannot reach the private chest binding — can route its own cells here. /// - private void OnSlotHoverEnter(int index) + public void RequestQuickTransfer(SlotContainer container, int index) { + if (boundChest != null) + boundChest.RequestQuickTransfer(container, index); + } + + #endregion + + #region Event Handlers + + /// + /// Right-click on an inventory cell: a quick deposit while a chest is open, otherwise the slot + /// context menu. + /// + private void OnSlotClicked(SlotContainer container, int index, bool rightClick) + { + if (!rightClick) return; + + if (boundChest != null) + { + boundChest.RequestQuickTransfer(SlotContainer.Inventory, index); + return; + } + + if (contextMenu != null) + contextMenu.Show(index); + else if (inventory != null) + inventory.UseItem(index); + } + + /// + /// Builds the description payload for the hovered slot and shows the side panel. Suppressed in + /// chest mode (the description module is hidden) and for empty slots. The duration bar reflects + /// the item's remaining uses/durability. + /// + private void OnSlotHoverEnter(SlotContainer container, int index) + { + if (boundChest != null) return; if (hoverDescription == null || inventory == null) return; InventorySlot slot = inventory.GetSlot(index); @@ -213,13 +347,7 @@ namespace Ashwild.Inventory return; } - ItemData item = slot.ItemData; - bool hasDuration = item.HasUses; - float fill = hasDuration ? (float)slot.CurrentUses / item.MaxUses : 0f; - string durationText = hasDuration ? $"{slot.CurrentUses} / {item.MaxUses}" : string.Empty; - - hoverDescription.Show(new ItemDescriptionView( - item.Icon, item.ItemName, item.Description, hasDuration, fill, durationText)); + hoverDescription.Show(ItemDescriptionView.From(slot)); } /// @@ -231,6 +359,10 @@ namespace Ashwild.Inventory hoverDescription.Hide(); } + #endregion + + #region Refresh + private void RefreshSlot(int index) { if (slotUIs == null) return; @@ -250,5 +382,7 @@ namespace Ashwild.Inventory slotUIs[i].UpdateVisual(inventory.GetSlot(slotIndex)); } } + + #endregion } } diff --git a/Assets/GAME/Script/Inventory/ItemDescriptionView.cs b/Assets/GAME/Script/Inventory/ItemDescriptionView.cs index b4742ce3..a761535a 100644 --- a/Assets/GAME/Script/Inventory/ItemDescriptionView.cs +++ b/Assets/GAME/Script/Inventory/ItemDescriptionView.cs @@ -39,5 +39,21 @@ namespace Ashwild.Inventory DurationFill = durationFill; DurationText = durationText; } + + /// + /// Builds the payload for a hovered slot, including the uses bar for items that track + /// durability. Shared by the inventory grid and the hotbar so both describe an item + /// identically — they used to each build this by hand and could drift apart. + /// + public static ItemDescriptionView From(InventorySlot slot) + { + ItemData item = slot.ItemData; + bool hasDuration = item.HasUses; + float fill = hasDuration && item.MaxUses > 0 ? (float)slot.CurrentUses / item.MaxUses : 0f; + string durationText = hasDuration ? $"{slot.CurrentUses} / {item.MaxUses}" : string.Empty; + + return new ItemDescriptionView(item.Icon, item.ItemName, item.Description, + hasDuration, fill, durationText); + } } } diff --git a/Assets/GAME/Script/Inventory/PlayerInventory.cs b/Assets/GAME/Script/Inventory/PlayerInventory.cs index b8d87c65..3a35c97c 100644 --- a/Assets/GAME/Script/Inventory/PlayerInventory.cs +++ b/Assets/GAME/Script/Inventory/PlayerInventory.cs @@ -130,15 +130,16 @@ namespace Ashwild.Inventory /// /// Server-side: sends a granted item to this inventory's owning client, where it is added. - /// Called after the server authorises a pickup. + /// Called after the server authorises a pickup, a cooking result or a chest withdrawal. + /// restores a specific remaining-uses value, used when a partially used + /// instance is picked back up off the ground (negative = grant at full uses). + /// is the slot the player actually aimed at (a chest item + /// dragged onto a precise inventory cell); it keeps the grant from auto-filling the first free + /// slot — which is the hotbar — when the player picked a destination. Negative = auto-place. + /// marks a container-to-container move (chest) so the HUD does not + /// announce it as a gain. /// - public void GrantItemFromServer(ItemData item, int quantity) => GrantItemFromServer(item, quantity, -1); - - /// - /// Server-side grant that also restores a specific remaining-uses value, used when a partially - /// used instance is picked back up off the ground. A negative value means "grant at full uses". - /// - public void GrantItemFromServer(ItemData item, int quantity, int uses) + public void GrantItemFromServer(ItemData item, int quantity = 1, int uses = -1, int preferredIndex = -1, bool isTransfer = false) { if (item == null) return; @@ -149,15 +150,15 @@ namespace Ashwild.Inventory return; } - TargetGrantItem(Owner, id, quantity, uses); + TargetGrantItem(Owner, id, quantity, uses, preferredIndex, isTransfer); } /// /// Runs on the owning client: resolves the granted item and adds it locally, restoring its - /// remaining uses when one was carried across the drop. + /// remaining uses and honouring the slot the player aimed at when one was requested. /// [TargetRpc] - private void TargetGrantItem(NetworkConnection conn, ushort itemId, int quantity, int uses) + private void TargetGrantItem(NetworkConnection conn, ushort itemId, int quantity, int uses, int preferredIndex, bool isTransfer) { ItemData item = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetItem(itemId) : null; if (item == null) @@ -166,7 +167,7 @@ namespace Ashwild.Inventory return; } - AddItem(item, quantity, uses); + AddItem(item, quantity, uses, preferredIndex, isTransfer); } #endregion @@ -182,11 +183,92 @@ namespace Ashwild.Inventory public InventorySlot GetSelectedSlot() => slots[selectedHotbarIndex]; /// - /// Adds an item, stacking into existing slots first. Uses-tracked items never stack: each unit - /// takes its own slot with its own uses bar. The optional uses value restores a partially used - /// instance (negative = full); it only applies to uses-tracked items. + /// Reads a slot as a container-agnostic snapshot, including its remaining uses. This is how the + /// shared rules see an inventory slot. /// - public bool AddItem(ItemData item, int quantity = 1, int uses = -1) + public SlotContent ReadSlot(int index) + { + InventorySlot slot = GetSlot(index); + if (slot == null || slot.IsEmpty) return SlotContent.Empty; + return SlotContent.Of(slot.ItemData, slot.Quantity, slot.CurrentUses); + } + + /// + /// Writes a snapshot back into a slot and notifies the UI. Always goes through the uses-carrying + /// Set overload, so a half-worn tool stays half-worn instead of silently repairing itself. + /// + public void WriteSlot(int index, SlotContent content) + { + InventorySlot slot = GetSlot(index); + if (slot == null) return; + + if (content.IsEmpty) slot.Clear(); + else slot.Set(content.Item, content.Quantity, content.Uses); + + NotifySlotChanged(index); + } + + /// + /// Moves a stack between two of this inventory's slots — the drag-and-drop operation. Delegates + /// the decision (move / merge / swap) to the shared rules, so it behaves exactly like a chest + /// transfer. + /// + public void MoveSlot(int fromIndex, int toIndex) + { + if (fromIndex == toIndex) return; + if (GetSlot(fromIndex) == null || GetSlot(toIndex) == null) return; + + SlotContent from = ReadSlot(fromIndex); + SlotContent to = ReadSlot(toIndex); + + if (!SlotTransfer.Move(ref from, ref to)) return; + + WriteSlot(fromIndex, from); + WriteSlot(toIndex, to); + } + + /// + /// Splits a stack in half into the first empty slot — half stays, half moves. No-op on an empty + /// slot, a single unit, or a full inventory. It lives here rather than in the context menu so the + /// split goes through the same write path as every other change; done by hand from the UI it + /// bypassed NotifySlotChanged and the bus event never fired. + /// + public void SplitSlot(int index) + { + SlotContent source = ReadSlot(index); + if (source.IsEmpty || source.Quantity <= 1) return; + + for (int i = 0; i < inventorySize; i++) + { + if (!slots[i].IsEmpty) continue; + + int moved = source.Quantity / 2; + SlotContent half = SlotContent.Of(source.Item, moved, source.Uses); + source.Quantity -= moved; + + WriteSlot(index, source); + WriteSlot(i, half); + return; + } + } + + /// + /// Adds an item without the player picking a destination (a pickup, a craft result, a chest + /// withdrawal): merges into matching stacks first, then fills empty slots. Uses-tracked items + /// never stack, so each unit claims its own slot with its own uses bar; the optional uses value + /// restores a partially used instance (negative = full). + /// + /// is the slot the player actually aimed at, tried first so a + /// targeted transfer lands where they dropped it instead of the default scan silently claiming a + /// hotbar slot. It is only a hint: whatever does not fit there falls through to normal placement, + /// so a slot that got occupied in the meantime degrades gracefully rather than losing items. + /// + /// marks a stack that merely moved between the player's own + /// containers (a chest withdrawal, a refund) rather than being acquired from the world, so the + /// HUD does not announce a "gain" for shuffling items around. Craft discovery still counts it — + /// pulling an item a co-op partner left in a chest is a genuine first acquisition. + /// + public bool AddItem(ItemData item, int quantity = 1, int uses = -1, int preferredIndex = -1, bool isTransfer = false) { if (item == null) { @@ -194,66 +276,64 @@ namespace Ashwild.Inventory return false; } - int remaining = quantity; + SlotContent incoming = SlotContent.Of(item, quantity, uses); - if (!item.HasUses) - { - for (int i = 0; i < inventorySize && remaining > 0; i++) - { - if (!slots[i].IsEmpty && slots[i].ItemData == item && slots[i].CanAccept(item)) - { - remaining = slots[i].AddQuantity(remaining); - NotifySlotChanged(i); - } - } - } - for (int i = 0; i < inventorySize && remaining > 0; i++) - { - if (slots[i].IsEmpty) - { - if (item.HasUses) - { - slots[i].Set(item, 1, uses); - remaining -= 1; - } - else - { - int toPlace = (item.IsStackable && remaining > item.MaxStackSize) ? item.MaxStackSize : remaining; - slots[i].Set(item, toPlace); - remaining -= toPlace; - } - NotifySlotChanged(i); - } - } + if (preferredIndex >= 0 && preferredIndex < inventorySize) + StackInto(preferredIndex, ref incoming); - int added = quantity - remaining; + for (int i = 0; i < inventorySize && !incoming.IsEmpty; i++) + if (!slots[i].IsEmpty) StackInto(i, ref incoming); + + for (int i = 0; i < inventorySize && !incoming.IsEmpty; i++) + if (slots[i].IsEmpty) StackInto(i, ref incoming); + + int added = quantity - (incoming.IsEmpty ? 0 : incoming.Quantity); if (added > 0) { onItemAdded?.Invoke(item, added); - PlayerEvents.RaiseItemAdded(item, added); + PlayerEvents.RaiseItemAdded(item, added, isTransfer); } - return remaining <= 0; + return incoming.IsEmpty; } /// - /// Returns whether the given quantity of an item would fit without mutating anything. + /// Pushes as much of the incoming stack as one slot accepts, through the shared auto-placement + /// rule (never swaps), and writes the slot back when it changed. + /// + private void StackInto(int index, ref SlotContent incoming) + { + SlotContent target = ReadSlot(index); + if (!SlotTransfer.TryStack(ref incoming, ref target)) return; + WriteSlot(index, target); + } + + /// + /// Returns whether the given quantity would fit, without mutating anything. Dry-runs the exact + /// same auto-placement rule the real add uses, against copies of the slots — so this answer can + /// never drift from what would actually do, which a hand-written capacity + /// calculation eventually would. /// public bool CanFit(ItemData item, int quantity = 1) { if (item == null) return false; - int remaining = quantity; - for (int i = 0; i < inventorySize && remaining > 0; i++) + SlotContent incoming = SlotContent.Of(item, quantity, -1); + + for (int i = 0; i < inventorySize && !incoming.IsEmpty; i++) { - if (!slots[i].IsEmpty && slots[i].ItemData == item && slots[i].CanAccept(item)) - remaining -= Mathf.Min(remaining, item.MaxStackSize - slots[i].Quantity); + if (slots[i].IsEmpty) continue; + SlotContent target = ReadSlot(i); + SlotTransfer.TryStack(ref incoming, ref target); } - for (int i = 0; i < inventorySize && remaining > 0; i++) + + for (int i = 0; i < inventorySize && !incoming.IsEmpty; i++) { - if (slots[i].IsEmpty) - remaining -= Mathf.Min(remaining, item.IsStackable ? item.MaxStackSize : 1); + if (!slots[i].IsEmpty) continue; + SlotContent target = SlotContent.Empty; + SlotTransfer.TryStack(ref incoming, ref target); } - return remaining <= 0; + + return incoming.IsEmpty; } public void RemoveItem(int index, int quantity = 1) @@ -263,24 +343,6 @@ namespace Ashwild.Inventory NotifySlotChanged(index); } - public void SwapSlots(int indexA, int indexB) - { - if (indexA < 0 || indexA >= inventorySize) return; - if (indexB < 0 || indexB >= inventorySize) return; - - ItemData tempData = slots[indexA].ItemData; - int tempQty = slots[indexA].Quantity; - - if (slots[indexB].IsEmpty) slots[indexA].Clear(); - else slots[indexA].Set(slots[indexB].ItemData, slots[indexB].Quantity); - - if (tempData == null) slots[indexB].Clear(); - else slots[indexB].Set(tempData, tempQty); - - NotifySlotChanged(indexA); - NotifySlotChanged(indexB); - } - /// /// Consumes one use of a consumable: applies its restores once (per bite, for multi-use food) /// then either spends a use or removes one unit. A multi-use item is kept at 0 uses (red, diff --git a/Assets/GAME/Script/Inventory/SlotContent.cs b/Assets/GAME/Script/Inventory/SlotContent.cs new file mode 100644 index 00000000..b789e29b --- /dev/null +++ b/Assets/GAME/Script/Inventory/SlotContent.cs @@ -0,0 +1,42 @@ +namespace Ashwild.Inventory +{ + /// + /// A container-agnostic snapshot of what a slot holds: the item, how many, and the remaining uses + /// of this concrete instance (-1 when the item does not track uses). It is the common currency + /// between every container — the player's inventory, a chest, or a stack in flight over the network — + /// so the transfer rules can be written once without knowing where a slot lives. + /// + /// Carrying is what keeps a half-worn tool half-worn when it changes slot: writing + /// a slot back without it silently repairs the item to full. + /// + public struct SlotContent + { + public ItemData Item; + public int Quantity; + public int Uses; + + /// + /// True when this snapshot holds nothing — no item, or a quantity that ran out. + /// + public bool IsEmpty => Item == null || Quantity <= 0; + + /// + /// The empty snapshot, used to clear a slot. + /// + public static SlotContent Empty => new SlotContent { Item = null, Quantity = 0, Uses = -1 }; + + /// + /// Builds a snapshot, normalising the uses of an item that does not track them to -1. + /// + public static SlotContent Of(ItemData item, int quantity, int uses) + { + if (item == null || quantity <= 0) return Empty; + return new SlotContent + { + Item = item, + Quantity = quantity, + Uses = item.HasUses ? uses : -1 + }; + } + } +} diff --git a/Assets/GAME/Script/Inventory/SlotContent.cs.meta b/Assets/GAME/Script/Inventory/SlotContent.cs.meta new file mode 100644 index 00000000..b03e0c05 --- /dev/null +++ b/Assets/GAME/Script/Inventory/SlotContent.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 5c5314c94623af7498a750b916e5c22f \ No newline at end of file diff --git a/Assets/GAME/Script/Inventory/SlotContextMenu.cs b/Assets/GAME/Script/Inventory/SlotContextMenu.cs index 43da372e..2f477ca8 100644 --- a/Assets/GAME/Script/Inventory/SlotContextMenu.cs +++ b/Assets/GAME/Script/Inventory/SlotContextMenu.cs @@ -226,7 +226,7 @@ namespace Ashwild.Inventory } } - InventoryUI.OnSwapRequested(currentSlotIndex, targetSlot); + inv.MoveSlot(currentSlotIndex, targetSlot); } private void OnMoveToInventory() @@ -238,7 +238,7 @@ namespace Ashwild.Inventory { if (inv.GetSlot(i).IsEmpty) { - InventoryUI.OnSwapRequested(currentSlotIndex, i); + inv.MoveSlot(currentSlotIndex, i); return; } } @@ -249,7 +249,7 @@ namespace Ashwild.Inventory InventorySlot slot = inv.GetSlot(i); if (!slot.IsEmpty && slot.ItemData == sourceSlot.ItemData && slot.CanAccept(sourceSlot.ItemData)) { - InventoryUI.OnSwapRequested(currentSlotIndex, i); + inv.MoveSlot(currentSlotIndex, i); return; } } @@ -273,24 +273,7 @@ namespace Ashwild.Inventory private void OnSplit() { if (currentSlotIndex < 0) return; - PlayerInventory inv = PlayerInventory.Instance; - InventorySlot slot = inv.GetSlot(currentSlotIndex); - if (slot.IsEmpty || slot.Quantity <= 1) return; - - int halfQty = slot.Quantity / 2; - int remaining = slot.Quantity - halfQty; - - for (int i = 0; i < inv.InventorySize; i++) - { - if (inv.GetSlot(i).IsEmpty) - { - slot.Set(slot.ItemData, remaining); - inv.GetSlot(i).Set(slot.ItemData, halfQty); - inv.onSlotChanged?.Invoke(currentSlotIndex); - inv.onSlotChanged?.Invoke(i); - return; - } - } + PlayerInventory.Instance.SplitSlot(currentSlotIndex); } } } diff --git a/Assets/GAME/Script/Inventory/SlotTransfer.cs b/Assets/GAME/Script/Inventory/SlotTransfer.cs new file mode 100644 index 00000000..5787121c --- /dev/null +++ b/Assets/GAME/Script/Inventory/SlotTransfer.cs @@ -0,0 +1,105 @@ +using UnityEngine; + +namespace Ashwild.Inventory +{ + /// + /// The single source of truth for what happens when a stack meets another stack. Both rules below + /// are pure — they know nothing about containers, networking or authority — so the exact same + /// decision runs for an inventory-to-inventory drag (client-side), a chest-to-chest drag + /// (server-side) and an inventory-to-chest drag (server-side, against the payload in flight). + /// That is why a chest transfer behaves identically to moving an item inside the inventory. + /// + /// There are exactly two operations, because the player expresses exactly two intents: + /// when they aim at a precise destination, and when they + /// let the game find a free spot (quick transfer, deposit-all, pickups). + /// + public static class SlotTransfer + { + /// + /// Moves a stack onto a destination the player explicitly aimed at. Empty destination = the whole + /// stack moves; same mergeable item = merge and leave the remainder in the source; anything else + /// (different item, non-stackable, uses-tracked, or a full stack) = swap the two slots. Uses ride + /// along with the content in every branch, so a worn item stays worn. + /// Returns whether anything actually changed. + /// + public static bool Move(ref SlotContent source, ref SlotContent target) + { + if (source.IsEmpty) return false; + + if (target.IsEmpty) + { + target = source; + source = SlotContent.Empty; + return true; + } + + if (CanMerge(source, target)) + { + int space = target.Item.MaxStackSize - target.Quantity; + int moved = Mathf.Min(source.Quantity, space); + + target.Quantity += moved; + source.Quantity -= moved; + if (source.Quantity <= 0) source = SlotContent.Empty; + + return moved > 0; + } + + SlotContent temp = source; + source = target; + target = temp; + return true; + } + + /// + /// Auto-placement: pushes as much of into the target as it can accept, + /// and never swaps — the player did not pick this slot, so displacing what is already there would + /// be wrong. An empty target takes one instance of a uses-tracked item (each keeps its own uses + /// bar) or up to a full stack otherwise. Returns whether the target changed, leaving the leftover + /// in for the caller to keep placing. + /// + public static bool TryStack(ref SlotContent incoming, ref SlotContent target) + { + if (incoming.IsEmpty) return false; + + ItemData item = incoming.Item; + + if (target.IsEmpty) + { + int toPlace = item.HasUses || !item.IsStackable + ? 1 + : Mathf.Min(incoming.Quantity, item.MaxStackSize); + + target = SlotContent.Of(item, toPlace, incoming.Uses); + incoming.Quantity -= toPlace; + if (incoming.Quantity <= 0) incoming = SlotContent.Empty; + return true; + } + + if (!CanMerge(incoming, target)) return false; + + int space = target.Item.MaxStackSize - target.Quantity; + int moved = Mathf.Min(incoming.Quantity, space); + if (moved <= 0) return false; + + target.Quantity += moved; + incoming.Quantity -= moved; + if (incoming.Quantity <= 0) incoming = SlotContent.Empty; + return true; + } + + /// + /// Two stacks merge only when they are the same stackable item that does not track uses and the + /// target still has room. Uses-tracked items never merge: each instance owns its uses bar, so + /// merging them would silently destroy one item's wear. + /// + private static bool CanMerge(SlotContent source, SlotContent target) + { + ItemData item = source.Item; + return target.Item == item + && item.IsStackable + && !item.HasUses + && target.Quantity < item.MaxStackSize; + } + } +} diff --git a/Assets/GAME/Script/Inventory/SlotTransfer.cs.meta b/Assets/GAME/Script/Inventory/SlotTransfer.cs.meta new file mode 100644 index 00000000..d22504b7 --- /dev/null +++ b/Assets/GAME/Script/Inventory/SlotTransfer.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ca211917655c26a4189545ea5e5ec0a8 \ No newline at end of file diff --git a/Assets/GAME/Script/Inventory/SlotUI.cs b/Assets/GAME/Script/Inventory/SlotUI.cs index da1e76f1..bff48879 100644 --- a/Assets/GAME/Script/Inventory/SlotUI.cs +++ b/Assets/GAME/Script/Inventory/SlotUI.cs @@ -6,8 +6,26 @@ using System; namespace Ashwild.Inventory { + /// + /// Which container a slot cell maps to, so a drop can be routed to the right operation: a plain + /// inventory swap, or a deposit/withdraw/move when a chest is involved. + /// + public enum SlotContainer + { + Inventory, + Chest + } + + /// + /// One draggable slot cell, used everywhere the same way: the inventory grid, the hotbar and the + /// chest module. It is a dumb view — it renders whatever it is handed and reports its drags, clicks + /// and hovers back to a manager as a (container, index) pair; it never mutates any model itself. + /// The manager turns a drop into the matching operation (swap, deposit, withdraw, move). + /// public class SlotUI : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IDropHandler, IPointerClickHandler, IPointerEnterHandler, IPointerExitHandler { + #region Serialized Fields + [Header("References")] [SerializeField] private Image iconImage; [SerializeField] private TextMeshProUGUI quantityText; @@ -23,137 +41,197 @@ namespace Ashwild.Inventory [Tooltip("Icon (and bar) tint applied when the item is depleted — a broken repairable tool / empty container.")] [SerializeField] private Color depletedTint = Color.red; + #endregion + + #region State + + private SlotContainer container; private int slotIndex; - private Action onSwapRequested; - private Action onClicked; - private Action onHoverEnter; + private bool hasItem; + + private Action onDrop; + private Action onClicked; + private Action onHoverEnter; private Action onHoverExit; public int SlotIndex => slotIndex; + public SlotContainer Container => container; - // Static drag state shared across all slots + // Static drag state shared across every cell (inventory, hotbar and chest grids). private static SlotUI draggedSlot; private static GameObject ghostObject; private static Image ghostIcon; private static TextMeshProUGUI ghostQuantity; + #endregion + + #region Setup + + /// + /// Wires the single shared drag ghost used by every slot cell in the scene. + /// public static void SetupGhost(GameObject ghost, Image icon, TextMeshProUGUI qty) { ghostObject = ghost; ghostIcon = icon; ghostQuantity = qty; - ghostObject.SetActive(false); + if (ghostObject != null) ghostObject.SetActive(false); } - public void Initialize(int index, Action swapCallback, Action clickCallback, - Action hoverEnterCallback = null, Action hoverExitCallback = null) + /// + /// Binds this cell to a container and index and the manager callbacks it reports interactions to. + /// Drops carry both the dragged and the target (container, index) so the manager can route them. + /// + public void Initialize(SlotContainer slotContainer, int index, + Action dropCallback, + Action clickCallback, + Action hoverEnterCallback = null, + Action hoverExitCallback = null) { + container = slotContainer; slotIndex = index; - onSwapRequested = swapCallback; + onDrop = dropCallback; onClicked = clickCallback; onHoverEnter = hoverEnterCallback; onHoverExit = hoverExitCallback; } + #endregion + + #region Rendering + /// - /// Redraws the slot: icon, quantity, and the uses bar. Uses-tracked items (tools, multi-bite - /// food) show a fill bar for their remaining uses and turn red once depleted. + /// Redraws the cell from an inventory slot (the local, client-authoritative container). /// public void UpdateVisual(InventorySlot slot) { if (slot == null || slot.IsEmpty) { - iconImage.gameObject.SetActive(false); - quantityText.gameObject.SetActive(false); - if (usageBarRoot != null) usageBarRoot.SetActive(false); + RenderEmpty(); + return; } - else - { - iconImage.gameObject.SetActive(true); - iconImage.sprite = slot.ItemData.Icon; - bool showQty = slot.Quantity > 1; - quantityText.gameObject.SetActive(showQty); - if (showQty) - quantityText.text = slot.Quantity.ToString(); - UpdateUsageBar(slot); - } + ItemData item = slot.ItemData; + bool hasUses = item.HasUses; + float fill = hasUses && item.MaxUses > 0 ? (float)slot.CurrentUses / item.MaxUses : 0f; + RenderItem(item.Icon, slot.Quantity, hasUses, hasUses && slot.IsDepleted, fill); } /// - /// Shows the uses bar and tints the icon red when the item is depleted; hides the bar entirely - /// for items that do not track uses. Preserves the current icon alpha so a mid-drag fade stays. + /// Redraws the cell from a resolved chest view (item + quantity + remaining uses). A null item + /// renders the empty look. Uses -1 for items that do not track uses. /// - private void UpdateUsageBar(InventorySlot slot) + public void UpdateVisual(ItemData item, int quantity, int uses) { - bool hasUses = slot.ItemData.HasUses; + if (item == null) + { + RenderEmpty(); + return; + } - if (usageBarRoot != null) - usageBarRoot.SetActive(hasUses); + bool hasUses = item.HasUses; + bool depleted = hasUses && uses <= 0; + float fill = hasUses && item.MaxUses > 0 ? (float)Mathf.Max(0, uses) / item.MaxUses : 0f; + RenderItem(item.Icon, quantity, hasUses, depleted, fill); + } - Color tint = (hasUses && slot.IsDepleted) ? depletedTint : normalTint; + /// + /// Draws an item: icon, quantity (hidden for single stacks) and the uses bar. Preserves the + /// current icon alpha so a mid-drag fade survives a refresh, and tints the icon red when + /// depleted. Shared by both the inventory and the chest render paths. + /// + private void RenderItem(Sprite icon, int quantity, bool hasUses, bool depleted, float fill) + { + hasItem = true; + + iconImage.gameObject.SetActive(true); + iconImage.sprite = icon; + + bool showQty = quantity > 1; + quantityText.gameObject.SetActive(showQty); + if (showQty) quantityText.text = quantity.ToString(); + + if (usageBarRoot != null) usageBarRoot.SetActive(hasUses); + + Color tint = depleted ? depletedTint : normalTint; tint.a = iconImage.color.a; iconImage.color = tint; - if (hasUses && usageBarFill != null) - usageBarFill.fillAmount = (float)slot.CurrentUses / slot.ItemData.MaxUses; + if (hasUses && usageBarFill != null) usageBarFill.fillAmount = fill; } + /// + /// Clears the cell to its empty look. + /// + private void RenderEmpty() + { + hasItem = false; + iconImage.gameObject.SetActive(false); + quantityText.gameObject.SetActive(false); + if (usageBarRoot != null) usageBarRoot.SetActive(false); + } + + /// + /// Toggles the selection highlight (used by the hotbar for the active slot). + /// public void SetSelected(bool selected) { if (highlightImage != null) highlightImage.gameObject.SetActive(selected); } - // Drag & Drop + #endregion + #region Drag & Drop + + /// + /// Starts dragging this cell's stack (left button, non-empty only), building the shared ghost + /// from what the cell currently shows — container-agnostic, so inventory and chest cells drag + /// identically. + /// public void OnBeginDrag(PointerEventData eventData) { if (eventData.button != PointerEventData.InputButton.Left) return; - - InventorySlot slot = PlayerInventory.Instance.GetSlot(slotIndex); - if (slot == null || slot.IsEmpty) return; + if (!hasItem) return; draggedSlot = this; - // Show ghost if (ghostObject != null) { ghostObject.SetActive(true); - ghostIcon.sprite = slot.ItemData.Icon; + ghostIcon.sprite = iconImage.sprite; ghostIcon.gameObject.SetActive(true); - bool showQty = slot.Quantity > 1; + bool showQty = quantityText.gameObject.activeSelf; ghostQuantity.gameObject.SetActive(showQty); - if (showQty) - ghostQuantity.text = slot.Quantity.ToString(); + if (showQty) ghostQuantity.text = quantityText.text; ghostObject.transform.position = eventData.position; } - // Make source icon semi-transparent Color c = iconImage.color; c.a = 0.4f; iconImage.color = c; } + /// + /// Moves the ghost with the pointer. + /// public void OnDrag(PointerEventData eventData) { if (draggedSlot != this) return; - - if (ghostObject != null) - ghostObject.transform.position = eventData.position; + if (ghostObject != null) ghostObject.transform.position = eventData.position; } + /// + /// Ends the drag: hides the ghost and restores the source cell's opacity. + /// public void OnEndDrag(PointerEventData eventData) { if (draggedSlot != this) return; - // Hide ghost - if (ghostObject != null) - ghostObject.SetActive(false); + if (ghostObject != null) ghostObject.SetActive(false); - // Restore icon opacity Color c = iconImage.color; c.a = 1f; iconImage.color = c; @@ -161,37 +239,46 @@ namespace Ashwild.Inventory draggedSlot = null; } + /// + /// Drop target: reports the dragged and target (container, index) so the manager routes the + /// transfer (swap, deposit, withdraw or move). + /// public void OnDrop(PointerEventData eventData) { if (draggedSlot == null || draggedSlot == this) return; - - onSwapRequested?.Invoke(draggedSlot.SlotIndex, slotIndex); + onDrop?.Invoke(draggedSlot.container, draggedSlot.slotIndex, container, slotIndex); } + /// + /// Reports a right-click so the manager can act (context menu in normal mode, quick transfer + /// while a chest is open). + /// public void OnPointerClick(PointerEventData eventData) { if (eventData.dragging) return; if (eventData.button == PointerEventData.InputButton.Right) - onClicked?.Invoke(slotIndex, true); + onClicked?.Invoke(container, slotIndex, true); } /// - /// Reports the hovered slot index so the manager can show its description panel. Suppressed - /// while a drag is in progress, where the panel would only get in the way. + /// Reports the hovered cell so the manager can show its description panel. Suppressed while a + /// drag is in progress, where the panel would only get in the way. /// public void OnPointerEnter(PointerEventData eventData) { if (draggedSlot != null) return; - onHoverEnter?.Invoke(slotIndex); + onHoverEnter?.Invoke(container, slotIndex); } /// - /// Reports that the pointer left the slot so the manager can hide the description panel. + /// Reports that the pointer left the cell so the manager can hide the description panel. /// public void OnPointerExit(PointerEventData eventData) { onHoverExit?.Invoke(); } + + #endregion } } diff --git a/Assets/GAME/Script/Network/NetworkSessionManager.cs b/Assets/GAME/Script/Network/NetworkSessionManager.cs index 6eb01dd1..23ef1036 100644 --- a/Assets/GAME/Script/Network/NetworkSessionManager.cs +++ b/Assets/GAME/Script/Network/NetworkSessionManager.cs @@ -30,6 +30,10 @@ namespace Ashwild.Network [Tooltip("The single source of truth for the gameplay scene loaded over the network.")] [SerializeField] private string gameSceneName = "TestScene"; + [Tooltip("The single source of truth for the main menu scene, loaded on return-to-menu — both " + + "the deliberate Quit and an involuntary disconnect (the host left / connection lost).")] + [SerializeField] private string menuSceneName = "MenuScene"; + [Tooltip("Max seconds to wait for the loading curtain to fully fade in before loading the game " + "scene anyway. Safety net so a missing/disabled LoadingScreen can never soft-lock the host.")] [SerializeField] private float curtainWaitTimeout = 3f; @@ -60,6 +64,11 @@ namespace Ashwild.Network /// public string GameSceneName => gameSceneName; + /// + /// The main menu scene name (single source of truth, read by anything that needs it). + /// + public string MenuSceneName => menuSceneName; + /// /// Hard cap on total players per room (host included). Single source of truth for the /// player limit — the Steam invite lobby reads this to mirror the cap. @@ -82,6 +91,12 @@ namespace Ashwild.Network /// private bool curtainShown; + /// + /// True while a return-to-menu transition is in flight, so the client-disconnect handler does + /// not fire a second, redundant return on top of the deliberate one it triggers itself. + /// + private bool returningToMenu; + /// /// Round-robin cursor over the available spawn points. /// @@ -244,16 +259,21 @@ namespace Ashwild.Network /// the host launch: it raises the curtain, waits for it to fully fade in (so the menu-load freeze /// is hidden), tears the session down, loads the menu, then signals MenuReady to drop the curtain. /// Orchestrated here — not on the per-scene GameUIManager — because this object persists across - /// the scene swap while the caller is destroyed by the load. + /// the scene swap while the caller is destroyed by the load. Reused both for the deliberate Quit + /// button and for an involuntary disconnect (the host left / connection lost); the re-entrancy + /// guard makes the two paths converge on a single transition. /// - public void ReturnToMenu(string menuSceneName) + public void ReturnToMenu() { if (string.IsNullOrWhiteSpace(menuSceneName)) { - Debug.LogError("[NetworkSession] ReturnToMenu called with no menu scene name.", this); + Debug.LogError("[NetworkSession] ReturnToMenu called but no menu scene name is assigned.", this); return; } + if (returningToMenu) return; + returningToMenu = true; + PlayerEvents.RaiseReturningToMenu(); curtainShown = false; StartCoroutine(ReturnToMenuRoutine(menuSceneName)); @@ -295,6 +315,13 @@ namespace Ashwild.Network /// /// Local client transport changed state. For a pure client (join) this drives the /// joined/stopped bus events; for a host the server handler already covers it. + /// + /// On Stopped it also rescues a client dropped while in-game — the host quit or the connection + /// was lost — by driving it back to the menu through the same curtained transition as the Quit + /// button. Without this the client would sit stranded in the now-dead game scene. The guard + /// skips this when a deliberate return is already in flight (the Quit button's own teardown + /// stops the client too) and when we never made it into the game scene (a failed join, which + /// the session-error flow already handles), so the menu is never reloaded needlessly. /// private void HandleClientState(ClientConnectionStateArgs args) { @@ -311,6 +338,12 @@ namespace Ashwild.Network else if (args.ConnectionState == LocalConnectionState.Stopped) { PlayerEvents.RaiseSessionStopped(); + + if (!returningToMenu && UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == gameSceneName) + { + Log("Client disconnected while in-game (host left / connection lost) — returning to menu."); + ReturnToMenu(); + } } } @@ -439,6 +472,7 @@ namespace Ashwild.Network Debug.LogError($"[NetworkSession] Could not load menu scene '{menuSceneName}' — is it in Build Settings?", this); } + returningToMenu = false; PlayerEvents.RaiseMenuReady(); } diff --git a/Assets/GAME/Script/Network/Pickable.cs b/Assets/GAME/Script/Network/Pickable.cs index 10dc6bab..80f7e14c 100644 --- a/Assets/GAME/Script/Network/Pickable.cs +++ b/Assets/GAME/Script/Network/Pickable.cs @@ -1,6 +1,7 @@ using UnityEngine; using Ashwild.Interaction; using Ashwild.Inventory; +using Ashwild.Player; namespace Ashwild.Network { @@ -57,11 +58,14 @@ namespace Ashwild.Network public void Interact() => Pickup(); /// - /// Asks the registry (server) to claim this pickup for the local player. Aborts if already - /// claimed or the local inventory is full. + /// Asks the registry (server) to claim this pickup for the local player. Aborts while the player + /// is building (the hammer's placement/demolition would otherwise let an interact press snatch an + /// item mid-build), if already claimed, or if the local inventory is full. /// public void Pickup() { + if (PlayerEvents.IsBuilding) return; + if (itemData == null) { Debug.LogError($"[Pickable] '{name}' has no ItemData assigned.", this); diff --git a/Assets/GAME/Script/Player/Events/PlayerEvents.cs b/Assets/GAME/Script/Player/Events/PlayerEvents.cs index ad1a0510..b5559f02 100644 --- a/Assets/GAME/Script/Player/Events/PlayerEvents.cs +++ b/Assets/GAME/Script/Player/Events/PlayerEvents.cs @@ -29,6 +29,10 @@ namespace Ashwild.Player public static bool IsPlacingBuild { get; private set; } // True while the build hammer is in demolition mode (right-click held, menu closed, not placing). public static bool IsDemolishing { get; private set; } + // Composite "the player is actively building" flag — true whenever the construction menu is open, + // a ghost is being positioned, or the hammer is demolishing. Recomputed from those three states + // (never set directly) and used to widen the crosshair and to suppress item pickup while building. + public static bool IsBuilding { get; private set; } public static bool IsPaused { get; private set; } // True when a networked session is live (host or client). @@ -103,7 +107,11 @@ namespace Ashwild.Player public static event Action InventorySlotChanged; public static event Action SelectedHotbarSlotChanged; - public static event Action ItemAdded; + // (item, quantity, isTransfer) — isTransfer is true when the stack merely moved between the + // player's own containers (a chest withdrawal, a refund) instead of being newly acquired from + // the world. Consumers that announce a gain (notifications) skip transfers; consumers that only + // track "the player has held this" (craft discovery) treat both the same. + public static event Action ItemAdded; public static event Action ItemDropped; public static event Action ItemConsumed; public static event Action ItemPickedUp; @@ -134,9 +142,11 @@ namespace Ashwild.Player // ============================================================ public static event Action BuildMenuToggleRequested; // the build hammer asks to open/close the construction menu + public static event Action BuildCancelRequested; // the build hammer asks to cancel/exit the current ghost placement (right-click while placing) public static event Action BuildMenuOpenChanged; // the construction menu opened (true) or closed (false) public static event Action BuildPlacingChanged; // a build ghost started (true) / stopped (false) being positioned public static event Action DemolishModeChanged; // the hammer entered (true) / left (false) demolition mode (right-click held) + public static event Action BuildModeChanged; // the composite build mode turned on (true) / off (false) — see IsBuilding public static event Action> BuildCostChanged; // the active build's cost to display near the crosshair (null/empty = clear) // ============================================================ @@ -256,7 +266,7 @@ namespace Ashwild.Player public static void RaiseInventorySlotChanged(int i) { InventorySlotChanged?.Invoke(i); } public static void RaiseSelectedHotbarSlotChanged(int i) { Log(nameof(SelectedHotbarSlotChanged)); SelectedHotbarSlotChanged?.Invoke(i); } - public static void RaiseItemAdded(ItemData d, int q) { Log(nameof(ItemAdded)); ItemAdded?.Invoke(d, q); } + public static void RaiseItemAdded(ItemData d, int q, bool isTransfer = false) { Log(nameof(ItemAdded)); ItemAdded?.Invoke(d, q, isTransfer); } public static void RaiseItemDropped(ItemData d, int q) { Log(nameof(ItemDropped)); ItemDropped?.Invoke(d, q); } public static void RaiseItemConsumed(ItemData d) { Log(nameof(ItemConsumed)); ItemConsumed?.Invoke(d); } public static void RaiseItemPickedUp(ItemData d, int q) { Log(nameof(ItemPickedUp)); ItemPickedUp?.Invoke(d, q); } @@ -295,17 +305,20 @@ namespace Ashwild.Player public static void RaiseUnequipAnimComplete() { UnequipAnimComplete?.Invoke(); } public static void RaiseBuildMenuToggleRequested() { Log(nameof(BuildMenuToggleRequested)); BuildMenuToggleRequested?.Invoke(); } + public static void RaiseBuildCancelRequested() { Log(nameof(BuildCancelRequested)); BuildCancelRequested?.Invoke(); } public static void RaiseBuildMenuOpenChanged(bool open) { IsBuildMenuOpen = open; Log(nameof(BuildMenuOpenChanged)); BuildMenuOpenChanged?.Invoke(open); + RefreshBuildMode(); } public static void RaiseBuildPlacingChanged(bool placing) { IsPlacingBuild = placing; Log(nameof(BuildPlacingChanged)); BuildPlacingChanged?.Invoke(placing); + RefreshBuildMode(); } /// @@ -328,6 +341,21 @@ namespace Ashwild.Player IsDemolishing = on; Log(nameof(DemolishModeChanged)); DemolishModeChanged?.Invoke(on); + RefreshBuildMode(); + } + + /// + /// Recomputes the composite build-mode flag from its three sub-states and raises BuildModeChanged + /// only when it actually flips, so consumers (crosshair spacing, pickup gating) react exactly once + /// per transition instead of on every sub-state change. + /// + private static void RefreshBuildMode() + { + bool building = IsBuildMenuOpen || IsPlacingBuild || IsDemolishing; + if (building == IsBuilding) return; + IsBuilding = building; + Log(nameof(BuildModeChanged)); + BuildModeChanged?.Invoke(building); } public static void RaiseFoodPlacedToCook(ItemData raw) { Log(nameof(FoodPlacedToCook)); FoodPlacedToCook?.Invoke(raw); } @@ -413,6 +441,7 @@ namespace Ashwild.Player IsBuildMenuOpen = false; IsPlacingBuild = false; IsDemolishing = false; + IsBuilding = false; IsPaused = false; HoveredInteractable = null; } diff --git a/Assets/GAME/Script/Player/HeldItems/BuildHammerBehaviour.cs b/Assets/GAME/Script/Player/HeldItems/BuildHammerBehaviour.cs index 8c3475bb..878c753d 100644 --- a/Assets/GAME/Script/Player/HeldItems/BuildHammerBehaviour.cs +++ b/Assets/GAME/Script/Player/HeldItems/BuildHammerBehaviour.cs @@ -4,12 +4,15 @@ using Ashwild.Inventory; namespace Ashwild.Player { /// - /// Held-item logic for the build hammer, placed on its hand prefab. It turns the single - /// right-click into two gestures without any extra keybind: a quick tap opens/closes the - /// construction menu through the bus, while holding right-click past a short threshold puts - /// the hammer into demolition mode for as long as it is held (releasing leaves it). The hammer - /// stays a pure input source — it only raises bus requests; BuildManager owns the menu and the - /// world-facing targeting/destroy, so this never reaches for either. + /// Held-item logic for the build hammer, placed on its hand prefab. It is the single arbiter of the + /// right-click gesture in a build context, so the menu can never fight a placement over the same + /// click. One right-click is a tap, resolved on release as a clean build-mode toggle: while + /// placing a ghost it cancels the placement (back to idle, no menu), otherwise it opens/closes the + /// construction menu. Holding right-click past a short threshold instead enters demolition + /// mode for as long as it is held. The tap is gated only by hard UI locks (dead, inventory, chest, + /// pause) — not by the build menu being open (so a tap closes it) nor by a placement being active + /// (so a tap cancels it). The hammer stays a pure input source: it only raises bus requests; + /// BuildManager owns the menu and the world-facing targeting/destroy, so this never reaches for either. /// [DisallowMultipleComponent] public class BuildHammerBehaviour : MonoBehaviour, IHeldItemBehaviour @@ -109,16 +112,18 @@ namespace Ashwild.Player #region Event Handlers /// - /// The single right-click gesture, split by press and release: a press is tracked (unless - /// input is locked or a ghost is being placed, where right-click means "cancel" and is left to - /// BuildManager); its release either ends demolition mode (if the hold engaged it) or, for a - /// quick tap, toggles the construction menu under the cooldown. + /// The single right-click gesture, split by press and release. A press is tracked unless a hard + /// UI lock is up; the build menu being open or a placement being active do NOT block it, because + /// this gesture is what drives those states. The release resolves the gesture in priority order: + /// a hold that engaged demolition leaves demolition; a tap while placing a ghost cancels it + /// (the single arbiter — BuildManager no longer listens to the raw click, so the menu can't + /// reopen on the same click); otherwise a tap toggles the construction menu. /// private void HandleSecondaryUse(bool held) { if (held) { - if (PlayerEvents.InputLocked || PlayerEvents.IsPlacingBuild) return; + if (HardLocked) return; secondaryDown = true; secondaryDownTime = Time.time; return; @@ -127,14 +132,24 @@ namespace Ashwild.Player if (!secondaryDown) return; secondaryDown = false; - if (demoActive) ExitDemolition(); - else ToggleMenu(); + if (demoActive) { ExitDemolition(); return; } + if (PlayerEvents.IsPlacingBuild) { PlayerEvents.RaiseBuildCancelRequested(); return; } + ToggleMenu(); } #endregion #region Internal Helpers + /// + /// A hard UI lock (dead, inventory, chest, pause) where right-click must do nothing. Unlike the + /// bus's InputLocked, it deliberately ignores the build menu being open and a placement being + /// active — both are build states this gesture is meant to drive (close the menu, cancel the + /// placement), not locks that should swallow the click. + /// + private static bool HardLocked => + PlayerEvents.IsDead || PlayerEvents.IsInventoryOpen || PlayerEvents.IsChestOpen || PlayerEvents.IsPaused; + /// /// Requests the construction menu to open/close, gated by the toggle cooldown. /// diff --git a/Assets/GAME/Script/Storage/Chest.cs b/Assets/GAME/Script/Storage/Chest.cs index 0e6aba46..6bd9aa6b 100644 --- a/Assets/GAME/Script/Storage/Chest.cs +++ b/Assets/GAME/Script/Storage/Chest.cs @@ -10,8 +10,8 @@ namespace Ashwild.Storage { /// /// A networked storage chest and the single IInteractable that opens it. Interacting opens the - /// shared (the player's inventory on the left, this chest on the right); all - /// item moves are requested through server RPCs. + /// inventory window in chest mode (the player's inventory on the left, this chest's module on the + /// right); all item moves are requested through server RPCs. /// /// Multiplayer: the chest is **server-authoritative** so two players browsing the same chest can /// never clobber or duplicate items. The server owns the rich model ([]) @@ -72,7 +72,7 @@ namespace Ashwild.Storage #region Events /// - /// Fired when a slot's replicated view changes so the open can refresh + /// Fired when a slot's replicated view changes so the open can refresh /// just that cell. An index of -1 means the whole collection changed (a full refresh). /// public event Action SlotViewChanged; @@ -154,16 +154,17 @@ namespace Ashwild.Storage public string InteractionPrompt => $"Ouvrir {DisplayName}"; /// - /// Opens the shared chest window bound to this chest. Runs on the interacting client only. + /// Opens the inventory window in chest mode, bound to this chest. Runs on the interacting client + /// only. /// public void Interact() { - if (ChestUI.Instance == null) + if (InventoryUI.Instance == null) { - Debug.LogError("[Chest] No ChestUI found in the scene — cannot open the chest.", this); + Debug.LogError("[Chest] No InventoryUI found in the scene — cannot open the chest.", this); return; } - ChestUI.Instance.Open(this); + InventoryUI.Instance.OpenChest(this); } #endregion @@ -198,52 +199,94 @@ namespace Ashwild.Storage #region Client Requests /// - /// Deposits the whole stack in the given inventory slot into a specific chest slot. When the - /// target chest slot holds a different item this becomes a swap, so it first checks the - /// displaced stack still fits in the inventory (server refunds anything the target can't hold). - /// Pass a negative chest slot to let the server auto-place into the first fitting slot. + /// The one drag-and-drop operation for anything involving this chest: chest→inventory, + /// inventory→chest and chest→chest, in either direction. It never decides *what* happens — the + /// shared rules do — so dropping a stack on a chest cell behaves + /// exactly like dropping it on an inventory cell (move, merge or swap). + /// + /// For a cross-container move the player's slot is read and cleared locally (the inventory is + /// client-authoritative) and sent along as a payload; the server reconciles it against the chest + /// slot and grants whatever comes back into that same slot, which is why an item never lands + /// somewhere unexpected like the first free hotbar cell. /// - public void RequestDepositToSlot(int inventoryIndex, int chestSlot) + public void RequestMove(SlotContainer fromContainer, int fromIndex, SlotContainer toContainer, int toIndex) + { + if (fromContainer == SlotContainer.Chest && toContainer == SlotContainer.Chest) + { + if (fromIndex != toIndex) MoveWithinServerRpc(fromIndex, toIndex); + return; + } + + PlayerInventory inv = PlayerInventory.Instance; + if (inv == null) return; + + bool chestIsSource = fromContainer == SlotContainer.Chest; + int chestIndex = chestIsSource ? fromIndex : toIndex; + int inventoryIndex = chestIsSource ? toIndex : fromIndex; + + if (chestIndex < 0 || chestIndex >= slotViews.Count) return; + if (inv.GetSlot(inventoryIndex) == null) return; + + SlotContent payload = inv.ReadSlot(inventoryIndex); + bool chestSlotFilled = TryGetSlot(chestIndex, out _, out _, out _); + + // Nothing to move: the side the player dragged from is empty. + if (chestIsSource ? !chestSlotFilled : payload.IsEmpty) return; + + ushort id = 0; + if (!payload.IsEmpty) + { + id = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetId(payload.Item) : (ushort)0; + if (id == 0) + { + Debug.LogError($"[Chest] '{payload.Item.ItemName}' is not in the ItemDatabase — cannot store. Run Rebuild Item Database.", this); + return; + } + inv.WriteSlot(inventoryIndex, SlotContent.Empty); + } + + MoveCrossServerRpc(chestIndex, inventoryIndex, chestIsSource, id, payload.Quantity, payload.Uses); + } + + /// + /// Quick transfer (right-click): sends a stack to the other container without the player picking a + /// destination, so it is auto-placed into the first slot that accepts it. Deliberately a different + /// operation from — here the player expressed no target. + /// + public void RequestQuickTransfer(SlotContainer fromContainer, int index) { PlayerInventory inv = PlayerInventory.Instance; if (inv == null) return; - InventorySlot slot = inv.GetSlot(inventoryIndex); - if (slot == null || slot.IsEmpty) return; - - ItemData item = slot.ItemData; - int quantity = slot.Quantity; - int uses = item.HasUses ? slot.CurrentUses : -1; - - ushort id = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetId(item) : (ushort)0; - if (id == 0) + if (fromContainer == SlotContainer.Chest) { - Debug.LogError($"[Chest] '{item.ItemName}' is not in the ItemDatabase — cannot store. Run Rebuild Item Database.", this); + if (!TryGetSlot(index, out ItemData item, out int quantity, out _)) return; + if (!inv.CanFit(item, quantity)) + { + Debug.LogWarning($"[Chest] Inventaire plein — impossible de retirer '{item.ItemName}'.", this); + return; + } + QuickWithdrawServerRpc(index); return; } - if (chestSlot >= 0 && chestSlot < slotViews.Count) + SlotContent content = inv.ReadSlot(index); + if (content.IsEmpty) return; + + ushort id = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetId(content.Item) : (ushort)0; + if (id == 0) { - ChestSlotView target = slotViews[chestSlot]; - if (target.rawId != 0) - { - ItemData targetItem = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetItem(target.rawId) : null; - bool sameStackable = targetItem == item && item.IsStackable && !item.HasUses; - if (!sameStackable && targetItem != null && !inv.CanFit(targetItem, target.quantity)) - { - Debug.LogWarning($"[Chest] Inventaire plein — impossible d'échanger avec '{targetItem.ItemName}'.", this); - return; - } - } + Debug.LogError($"[Chest] '{content.Item.ItemName}' is not in the ItemDatabase — cannot store. Run Rebuild Item Database.", this); + return; } - inv.RemoveItem(inventoryIndex, quantity); - RequestDepositServerRpc(chestSlot, id, quantity, uses); + inv.WriteSlot(index, SlotContent.Empty); + QuickDepositServerRpc(id, content.Quantity, content.Uses, index); } /// - /// Deposits every non-empty inventory slot into the chest, auto-placing each. Safe: the server - /// refunds anything that does not fit back to the same player. + /// Stores every inventory stack in the chest, auto-placing each. Safe: the server refunds whatever + /// does not fit back to the slot it came from. /// public void RequestDepositAll() { @@ -251,50 +294,18 @@ namespace Ashwild.Storage if (inv == null) return; for (int i = 0; i < inv.InventorySize; i++) - { - InventorySlot slot = inv.GetSlot(i); - if (slot == null || slot.IsEmpty) continue; - RequestDepositToSlot(i, -1); - } + RequestQuickTransfer(SlotContainer.Inventory, i); } /// - /// Withdraws a chest slot's whole stack into the inventory, after a local CanFit pre-check so a - /// full inventory leaves the items in the chest instead of losing them. - /// - public void RequestWithdraw(int chestSlot) - { - PlayerInventory inv = PlayerInventory.Instance; - if (inv == null) return; - - if (!TryGetSlot(chestSlot, out ItemData item, out int quantity, out _)) return; - if (!inv.CanFit(item, quantity)) - { - Debug.LogWarning($"[Chest] Inventaire plein — impossible de retirer '{item.ItemName}'.", this); - return; - } - - RequestWithdrawServerRpc(chestSlot, quantity); - } - - /// - /// Withdraws every non-empty chest slot into the inventory. Each slot is CanFit-checked as it - /// goes. Because the grants come back asynchronously, the checks do not yet account for items - /// still in flight, so a chest larger than the free inventory space may leave some items behind. + /// Takes every chest stack into the inventory. Each slot is CanFit-checked as it goes; because the + /// grants come back asynchronously the checks do not account for items still in flight, so a chest + /// larger than the free inventory space may leave some items behind. /// public void RequestWithdrawAll() { for (int i = 0; i < slotViews.Count; i++) - if (slotViews[i].rawId != 0) - RequestWithdraw(i); - } - - /// - /// Moves/merges one chest slot into another (a drag within the chest grid). - /// - public void RequestMoveWithin(int fromSlot, int toSlot) - { - RequestMoveWithinServerRpc(fromSlot, toSlot); + RequestQuickTransfer(SlotContainer.Chest, i); } #endregion @@ -302,110 +313,80 @@ namespace Ashwild.Storage #region Server RPCs /// - /// Server-side deposit. Places the incoming stack in the requested slot — filling an empty - /// slot, merging into a matching stack, or swapping with a different item (the displaced stack - /// is granted back to the player) — and refunds any leftover. A negative slot auto-places. + /// Server-side chest-to-chest move: both slots are ours, so the shared rules run straight on the + /// authoritative model. /// [ServerRpc(RequireOwnership = false)] - private void RequestDepositServerRpc(int chestSlot, ushort id, int quantity, int uses, NetworkConnection conn = null) + private void MoveWithinServerRpc(int fromIndex, int toIndex) { - ItemData item = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetItem(id) : null; - if (item == null || quantity <= 0) return; + if (fromIndex < 0 || fromIndex >= slots.Length) return; + if (toIndex < 0 || toIndex >= slots.Length) return; - if (chestSlot < 0 || chestSlot >= slots.Length) + SlotContent from = ReadServerSlot(fromIndex); + SlotContent to = ReadServerSlot(toIndex); + + if (!SlotTransfer.Move(ref from, ref to)) return; + + WriteServerSlot(fromIndex, from); + WriteServerSlot(toIndex, to); + } + + /// + /// Server-side inventory↔chest move, both directions. The player's slot arrives as a payload (empty + /// when they dragged onto an empty cell); the same rules that drive an inventory-to-inventory drag + /// decide between move, merge and swap, then whatever ends up on the player's side is granted back + /// into the exact slot they used. An out-of-range chest index refunds the payload rather than + /// swallowing it. + /// + [ServerRpc(RequireOwnership = false)] + private void MoveCrossServerRpc(int chestIndex, int inventoryIndex, bool chestIsSource, ushort id, int quantity, int uses, NetworkConnection conn = null) + { + ItemData payloadItem = id != 0 && ItemDatabase.Instance != null ? ItemDatabase.Instance.GetItem(id) : null; + SlotContent playerContent = SlotContent.Of(payloadItem, quantity, uses); + + if (chestIndex < 0 || chestIndex >= slots.Length) { - ServerDepositAuto(item, quantity, uses, conn); + GrantBack(conn, playerContent, inventoryIndex); return; } - InventorySlot target = slots[chestSlot]; + SlotContent chestContent = ReadServerSlot(chestIndex); - if (target.IsEmpty) - { - int place = PlaceableCount(item, quantity); - target.Set(item, place, uses); - WriteView(chestSlot); - GrantBack(conn, item, quantity - place, uses); - } - else if (!item.HasUses && target.ItemData == item && target.CanAccept(item)) - { - int leftover = target.AddQuantity(quantity); - WriteView(chestSlot); - GrantBack(conn, item, leftover, uses); - } - else - { - ItemData displaced = target.ItemData; - int displacedQty = target.Quantity; - int displacedUses = displaced != null && displaced.HasUses ? target.CurrentUses : -1; + if (chestIsSource) SlotTransfer.Move(ref chestContent, ref playerContent); + else SlotTransfer.Move(ref playerContent, ref chestContent); - int place = PlaceableCount(item, quantity); - target.Set(item, place, uses); - WriteView(chestSlot); - - GrantBack(conn, item, quantity - place, uses); - GrantBack(conn, displaced, displacedQty, displacedUses); - } + WriteServerSlot(chestIndex, chestContent); + GrantBack(conn, playerContent, inventoryIndex); } /// - /// Server-side withdraw. Removes the whole stack from the chest slot and grants it to the - /// requesting player. + /// Server-side quick deposit: auto-places the incoming stack and refunds any leftover to the slot + /// it was taken from. /// [ServerRpc(RequireOwnership = false)] - private void RequestWithdrawServerRpc(int chestSlot, int quantity, NetworkConnection conn = null) + private void QuickDepositServerRpc(ushort id, int quantity, int uses, int originIndex, NetworkConnection conn = null) { - if (chestSlot < 0 || chestSlot >= slots.Length) return; + ItemData item = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetItem(id) : null; + SlotContent incoming = SlotContent.Of(item, quantity, uses); + if (incoming.IsEmpty) return; - InventorySlot s = slots[chestSlot]; - if (s.IsEmpty || quantity <= 0) return; - - ItemData item = s.ItemData; - int take = Mathf.Min(quantity, s.Quantity); - int uses = item.HasUses ? s.CurrentUses : -1; - - s.RemoveQuantity(take); - WriteView(chestSlot); - - GrantBack(conn, item, take, uses); + AutoPlace(ref incoming); + GrantBack(conn, incoming, originIndex); } /// - /// Server-side move within the chest: merges into a matching stack, otherwise swaps the two - /// slots (uses preserved). Never touches any inventory. + /// Server-side quick withdraw: empties the chest slot and lets the player's inventory auto-place it. /// [ServerRpc(RequireOwnership = false)] - private void RequestMoveWithinServerRpc(int fromSlot, int toSlot, NetworkConnection conn = null) + private void QuickWithdrawServerRpc(int chestIndex, NetworkConnection conn = null) { - if (fromSlot < 0 || fromSlot >= slots.Length) return; - if (toSlot < 0 || toSlot >= slots.Length) return; - if (fromSlot == toSlot) return; + if (chestIndex < 0 || chestIndex >= slots.Length) return; - InventorySlot a = slots[fromSlot]; - if (a.IsEmpty) return; - InventorySlot b = slots[toSlot]; + SlotContent content = ReadServerSlot(chestIndex); + if (content.IsEmpty) return; - if (!b.IsEmpty && !a.ItemData.HasUses && b.ItemData == a.ItemData && b.CanAccept(a.ItemData)) - { - int leftover = b.AddQuantity(a.Quantity); - if (leftover <= 0) a.Clear(); - else a.Set(a.ItemData, leftover); - } - else - { - ItemData ai = a.ItemData; - int aq = a.Quantity; - int au = ai != null && ai.HasUses ? a.CurrentUses : -1; - ItemData bi = b.ItemData; - int bq = b.Quantity; - int bu = bi != null && bi.HasUses ? b.CurrentUses : -1; - - if (bi == null) a.Clear(); else a.Set(bi, bq, bu); - if (ai == null) b.Clear(); else b.Set(ai, aq, au); - } - - WriteView(fromSlot); - WriteView(toSlot); + WriteServerSlot(chestIndex, SlotContent.Empty); + GrantBack(conn, content, -1); } #endregion @@ -413,84 +394,73 @@ namespace Ashwild.Storage #region Server Helpers /// - /// Auto-places an incoming stack: merges into matching non-full slots first, then fills empty - /// slots (one instance per slot for uses-tracked items), and refunds any leftover. + /// Auto-places a stack into the chest through the shared rule: merge into matching stacks first, + /// then fill empty slots. Never swaps — the player picked no destination. Whatever does not fit is + /// left in for the caller to refund. /// - private void ServerDepositAuto(ItemData item, int quantity, int uses, NetworkConnection conn) + private void AutoPlace(ref SlotContent incoming) { - int remaining = quantity; + for (int i = 0; i < slots.Length && !incoming.IsEmpty; i++) + if (!slots[i].IsEmpty) StackIntoSlot(i, ref incoming); - if (!item.HasUses) - { - for (int i = 0; i < slots.Length && remaining > 0; i++) - { - if (!slots[i].IsEmpty && slots[i].ItemData == item && slots[i].CanAccept(item)) - { - remaining = slots[i].AddQuantity(remaining); - WriteView(i); - } - } - } - - for (int i = 0; i < slots.Length && remaining > 0; i++) - { - if (!slots[i].IsEmpty) continue; - - if (item.HasUses) - { - slots[i].Set(item, 1, uses); - remaining -= 1; - } - else - { - int place = item.IsStackable ? Mathf.Min(remaining, item.MaxStackSize) : 1; - slots[i].Set(item, place); - remaining -= place; - } - WriteView(i); - } - - GrantBack(conn, item, remaining, uses); + for (int i = 0; i < slots.Length && !incoming.IsEmpty; i++) + if (slots[i].IsEmpty) StackIntoSlot(i, ref incoming); } /// - /// How many units of an item can sit in a single fresh slot: one for uses-tracked or - /// non-stackable items, otherwise up to the max stack size. + /// Pushes as much of the incoming stack as one chest slot accepts, writing it back when it changed. /// - private int PlaceableCount(ItemData item, int quantity) + private void StackIntoSlot(int index, ref SlotContent incoming) { - int cap = item.HasUses ? 1 : (item.IsStackable ? item.MaxStackSize : 1); - return Mathf.Min(quantity, cap); + SlotContent target = ReadServerSlot(index); + if (!SlotTransfer.TryStack(ref incoming, ref target)) return; + WriteServerSlot(index, target); } /// - /// Pushes the server model of a slot into its replicated view. + /// Reads a chest slot from the authoritative model as a container-agnostic snapshot. /// - private void WriteView(int index) + private SlotContent ReadServerSlot(int index) { InventorySlot s = slots[index]; - ChestSlotView v; - if (s.IsEmpty) - { - v = new ChestSlotView { rawId = 0, quantity = 0, uses = -1 }; - } - else - { - ushort id = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetId(s.ItemData) : (ushort)0; - v = new ChestSlotView { rawId = id, quantity = s.Quantity, uses = s.ItemData.HasUses ? s.CurrentUses : -1 }; - } - slotViews[index] = v; + if (s.IsEmpty) return SlotContent.Empty; + return SlotContent.Of(s.ItemData, s.Quantity, s.CurrentUses); } /// - /// Grants an item back to the requesting player's (client-authoritative) inventory. No-op for - /// a null item or a non-positive quantity. + /// Writes a snapshot into the authoritative model and pushes it into the replicated view in one + /// step, so the two can never drift apart. Carries the remaining uses, so a worn tool stored in a + /// chest comes back out just as worn. /// - private void GrantBack(NetworkConnection conn, ItemData item, int quantity, int uses) + private void WriteServerSlot(int index, SlotContent content) { - if (item == null || quantity <= 0) return; + InventorySlot s = slots[index]; + + if (content.IsEmpty) + { + s.Clear(); + slotViews[index] = new ChestSlotView { rawId = 0, quantity = 0, uses = -1 }; + return; + } + + s.Set(content.Item, content.Quantity, content.Uses); + + ushort id = ItemDatabase.Instance != null ? ItemDatabase.Instance.GetId(content.Item) : (ushort)0; + slotViews[index] = new ChestSlotView { rawId = id, quantity = content.Quantity, uses = content.Uses }; + } + + /// + /// Grants a stack to the requesting player's (client-authoritative) inventory. No-op when empty. + /// is the slot the player used, so a refund or a swapped-out + /// stack returns exactly there instead of auto-filling the first free slot (the hotbar). Negative + /// means auto-place. Always flagged as a transfer: taking a stack out of a chest is shuffling + /// items between the player's own containers, not a gain, so the HUD must not announce it. + /// + private void GrantBack(NetworkConnection conn, SlotContent content, int preferredIndex) + { + if (content.IsEmpty) return; PlayerInventory inv = ResolveInventory(conn); - if (inv != null) inv.GrantItemFromServer(item, quantity, uses); + if (inv != null) inv.GrantItemFromServer(content.Item, content.Quantity, content.Uses, preferredIndex, isTransfer: true); } /// diff --git a/Assets/GAME/Script/Storage/ChestPanelUI.cs b/Assets/GAME/Script/Storage/ChestPanelUI.cs new file mode 100644 index 00000000..8ad6ad61 --- /dev/null +++ b/Assets/GAME/Script/Storage/ChestPanelUI.cs @@ -0,0 +1,192 @@ +using UnityEngine; +using TMPro; +using Ashwild.Inventory; + +namespace Ashwild.Storage +{ + /// + /// The chest module of the inventory window: the right-side grid that shows the opened chest's + /// contents, mirror of the hover-description module it replaces while a chest is open. It is a pure + /// view driven by — it builds its grid of cells from + /// the bound chest's replicated view and refreshes them live, but it never routes transfers itself: + /// every cell reports its drop to , which turns it into the + /// matching server-authoritative deposit/withdraw/move on the . + /// + [DisallowMultipleComponent] + public class ChestPanelUI : MonoBehaviour + { + #region Serialized Fields + + [Header("Window")] + [Tooltip("Root holder toggled on/off as the module is shown or hidden.")] + [SerializeField] private GameObject root; + [SerializeField] private TextMeshProUGUI titleText; + + [Header("Grid")] + [Tooltip("Parent the chest cells are laid out under.")] + [SerializeField] private Transform slotContainer; + [Tooltip("Prefab carrying a SlotUI — the same cell used by the inventory grid and the hotbar.")] + [SerializeField] private GameObject slotPrefab; + + #endregion + + #region State + + private SlotUI[] slots; + private Chest boundChest; + + /// + /// The chest currently shown (null while the module is hidden). Read by InventoryUI to route + /// transfers. + /// + public Chest Chest => boundChest; + + #endregion + + #region Unity Lifecycle + + /// + /// Parks the module hidden so it only appears once a chest is opened. + /// + private void Awake() + { + if (root != null) root.SetActive(false); + } + + /// + /// Unbinds the chest event if the module is torn down while open. + /// + private void OnDestroy() + { + if (boundChest != null) boundChest.SlotViewChanged -= HandleChestSlotChanged; + } + + #endregion + + #region Show / Hide + + /// + /// Binds a chest and shows the module: (re)builds the grid to the chest's slot count, subscribes + /// to its replicated view so cells refresh live, sets the title and draws every cell. + /// + public void Bind(Chest chest) + { + if (boundChest != null) boundChest.SlotViewChanged -= HandleChestSlotChanged; + + boundChest = chest; + if (root != null) root.SetActive(true); + + BuildGrid(); + + if (boundChest != null) + { + boundChest.SlotViewChanged += HandleChestSlotChanged; + if (titleText != null) titleText.text = boundChest.DisplayName; + } + + RefreshAll(); + } + + /// + /// Hides the module, unbinds the chest and releases it. + /// + public void Hide() + { + if (boundChest != null) boundChest.SlotViewChanged -= HandleChestSlotChanged; + boundChest = null; + if (root != null) root.SetActive(false); + } + + #endregion + + #region Grid Building + + /// + /// Builds (or rebuilds when the size differs) the grid to match the bound chest's slot count, so + /// opening a small chest then a large one lays out the right number of cells. + /// + private void BuildGrid() + { + int count = boundChest != null ? boundChest.SlotCount : 0; + if (slots != null && slots.Length == count) return; + + if (slots != null) + foreach (SlotUI s in slots) + if (s != null) Destroy(s.gameObject); + + slots = new SlotUI[count]; + for (int i = 0; i < count; i++) + { + SlotUI slot = Instantiate(slotPrefab, slotContainer).GetComponent(); + slot.Initialize(SlotContainer.Chest, i, InventoryUI.HandleSlotDrop, HandleChestSlotClicked); + slots[i] = slot; + } + } + + #endregion + + #region Interaction + + /// + /// Right-click on a chest cell quick-transfers its whole stack into the inventory (auto-placed). + /// + private void HandleChestSlotClicked(SlotContainer container, int index, bool rightClick) + { + if (!rightClick || boundChest == null) return; + + PredictEmptied(index); + boundChest.RequestQuickTransfer(SlotContainer.Chest, index); + } + + /// + /// Draws a cell as emptied straight away, while its move is still in flight to the server. + /// + /// Emptying the chest travels on the SyncList (flushed at end of tick) but the matching grant is + /// a TargetRpc (sent immediately), so the item would otherwise appear in the inventory a moment + /// *before* leaving the chest — a visible double. This only repaints the cell: the authoritative + /// model is untouched, so if the server disagrees (a co-op partner grabbed the stack first) the + /// next replicated update simply paints the item back. + /// + public void PredictEmptied(int index) + { + if (slots == null || index < 0 || index >= slots.Length) return; + slots[index].UpdateVisual((ItemData)null, 0, -1); + } + + #endregion + + #region Refresh + + /// + /// Refreshes a single cell, or the whole grid when the collection was (re)seeded (index -1). + /// + private void HandleChestSlotChanged(int index) + { + if (slots == null) return; + if (index < 0) { RefreshAll(); return; } + if (index < slots.Length) RefreshSlot(index); + } + + /// + /// Redraws every chest cell. + /// + private void RefreshAll() + { + if (slots == null) return; + for (int i = 0; i < slots.Length; i++) RefreshSlot(i); + } + + /// + /// Draws one cell from the chest's replicated view, or empty when the slot holds nothing. + /// + private void RefreshSlot(int index) + { + if (boundChest != null && boundChest.TryGetSlot(index, out ItemData item, out int qty, out int uses)) + slots[index].UpdateVisual(item, qty, uses); + else + slots[index].UpdateVisual((ItemData)null, 0, -1); + } + + #endregion + } +} diff --git a/Assets/GAME/Script/Storage/ChestPanelUI.cs.meta b/Assets/GAME/Script/Storage/ChestPanelUI.cs.meta new file mode 100644 index 00000000..154a7c1b --- /dev/null +++ b/Assets/GAME/Script/Storage/ChestPanelUI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7b3438aa0c3c5264cbd59c336e56d645 \ No newline at end of file diff --git a/Assets/GAME/Script/Storage/ChestSlotUI.cs b/Assets/GAME/Script/Storage/ChestSlotUI.cs deleted file mode 100644 index a2fa213b..00000000 --- a/Assets/GAME/Script/Storage/ChestSlotUI.cs +++ /dev/null @@ -1,245 +0,0 @@ -using UnityEngine; -using UnityEngine.UI; -using UnityEngine.EventSystems; -using TMPro; -using Ashwild.Inventory; - -namespace Ashwild.Storage -{ - /// - /// Which container a chest-window cell belongs to, so a drop can be routed to the right transfer. - /// - public enum ChestSlotContainer - { - Inventory, - Chest - } - - /// - /// One draggable cell in the chest window, used for both sides — the player's inventory (left) and - /// the chest (right). Unlike the inventory's SlotUI it carries which container and index it maps to, - /// so a drop hands the pair to the owning , which turns it into a deposit, - /// withdraw, move-within or inventory swap. It only renders and reports drags; every real mutation - /// goes through the chest's server-authoritative RPCs. - /// - public class ChestSlotUI : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler, IDropHandler, IPointerClickHandler - { - #region Serialized Fields - - [Header("References")] - [SerializeField] private Image iconImage; - [SerializeField] private TextMeshProUGUI quantityText; - - [Header("Uses Bar")] - [Tooltip("Root of the uses/durability bar — shown only for items that track uses.")] - [SerializeField] private GameObject usageBarRoot; - [Tooltip("Filled image whose fillAmount maps to the remaining uses (Image Type = Filled).")] - [SerializeField] private Image usageBarFill; - [SerializeField] private Color normalTint = Color.white; - [SerializeField] private Color depletedTint = Color.red; - - #endregion - - #region State - - private ChestUI owner; - private ChestSlotContainer container; - private int index; - - public ChestSlotContainer Container => container; - public int Index => index; - - // Static drag state shared across every chest-window cell (both grids). - private static ChestSlotUI draggedSlot; - private static GameObject ghostObject; - private static Image ghostIcon; - private static TextMeshProUGUI ghostQuantity; - - #endregion - - #region Setup - - /// - /// Wires the single shared drag ghost used by every cell in the window. - /// - public static void SetupGhost(GameObject ghost, Image icon, TextMeshProUGUI qty) - { - ghostObject = ghost; - ghostIcon = icon; - ghostQuantity = qty; - if (ghostObject != null) ghostObject.SetActive(false); - } - - /// - /// Binds this cell to a container and index within the owning window. - /// - public void Initialize(ChestUI ownerUI, ChestSlotContainer slotContainer, int slotIndex) - { - owner = ownerUI; - container = slotContainer; - index = slotIndex; - } - - #endregion - - #region Rendering - - /// - /// Redraws the cell from whichever container it belongs to (the local inventory or the chest's - /// replicated view). - /// - public void Refresh() - { - if (container == ChestSlotContainer.Inventory) - { - PlayerInventory inv = PlayerInventory.Instance; - InventorySlot slot = inv != null ? inv.GetSlot(index) : null; - if (slot == null || slot.IsEmpty) - { - RenderEmpty(); - return; - } - Render(slot.ItemData, slot.Quantity, slot.ItemData.HasUses ? slot.CurrentUses : -1); - } - else - { - if (owner != null && owner.Chest != null - && owner.Chest.TryGetSlot(index, out ItemData item, out int qty, out int uses)) - Render(item, qty, uses); - else - RenderEmpty(); - } - } - - /// - /// Clears the cell to its empty look. - /// - private void RenderEmpty() - { - iconImage.gameObject.SetActive(false); - quantityText.gameObject.SetActive(false); - if (usageBarRoot != null) usageBarRoot.SetActive(false); - } - - /// - /// Draws an item's icon, quantity and uses bar. Keeps the mid-drag fade on the cell currently - /// being dragged, but otherwise forces full opacity. - /// - private void Render(ItemData item, int quantity, int uses) - { - iconImage.gameObject.SetActive(true); - iconImage.sprite = item.Icon; - - bool showQty = quantity > 1; - quantityText.gameObject.SetActive(showQty); - if (showQty) quantityText.text = quantity.ToString(); - - bool hasUses = item.HasUses; - if (usageBarRoot != null) usageBarRoot.SetActive(hasUses); - - bool depleted = hasUses && uses <= 0; - Color tint = depleted ? depletedTint : normalTint; - tint.a = draggedSlot == this ? iconImage.color.a : 1f; - iconImage.color = tint; - - if (hasUses && usageBarFill != null && item.MaxUses > 0) - usageBarFill.fillAmount = (float)Mathf.Max(0, uses) / item.MaxUses; - } - - #endregion - - #region Drag & Drop - - /// - /// Starts dragging this cell's stack (left button, non-empty only), showing the shared ghost. - /// - public void OnBeginDrag(PointerEventData eventData) - { - if (eventData.button != PointerEventData.InputButton.Left) return; - if (!HasItem()) return; - - draggedSlot = this; - - if (ghostObject != null) - { - ghostObject.SetActive(true); - ghostIcon.sprite = iconImage.sprite; - ghostIcon.gameObject.SetActive(true); - - bool showQty = quantityText.gameObject.activeSelf; - ghostQuantity.gameObject.SetActive(showQty); - if (showQty) ghostQuantity.text = quantityText.text; - - ghostObject.transform.position = eventData.position; - } - - Color c = iconImage.color; - c.a = 0.4f; - iconImage.color = c; - } - - /// - /// Moves the ghost with the pointer. - /// - public void OnDrag(PointerEventData eventData) - { - if (draggedSlot != this) return; - if (ghostObject != null) ghostObject.transform.position = eventData.position; - } - - /// - /// Ends the drag: hides the ghost and restores the source cell's opacity. - /// - public void OnEndDrag(PointerEventData eventData) - { - if (draggedSlot != this) return; - - if (ghostObject != null) ghostObject.SetActive(false); - - Color c = iconImage.color; - c.a = 1f; - iconImage.color = c; - - draggedSlot = null; - } - - /// - /// Drop target: hands the dragged cell and this cell to the window to route the transfer. - /// - public void OnDrop(PointerEventData eventData) - { - if (draggedSlot == null || draggedSlot == this) return; - if (owner != null) owner.HandleTransfer(draggedSlot, this); - } - - /// - /// Right-click: quick-transfers this cell to the other container (deposit or withdraw). - /// - public void OnPointerClick(PointerEventData eventData) - { - if (eventData.dragging) return; - if (eventData.button == PointerEventData.InputButton.Right && owner != null) - owner.HandleQuickTransfer(this); - } - - #endregion - - #region Internal Helpers - - /// - /// Whether this cell currently holds an item in its container. - /// - private bool HasItem() - { - if (container == ChestSlotContainer.Inventory) - { - PlayerInventory inv = PlayerInventory.Instance; - InventorySlot s = inv != null ? inv.GetSlot(index) : null; - return s != null && !s.IsEmpty; - } - return owner != null && owner.Chest != null && owner.Chest.TryGetSlot(index, out _, out _, out _); - } - - #endregion - } -} diff --git a/Assets/GAME/Script/Storage/ChestSlotUI.cs.meta b/Assets/GAME/Script/Storage/ChestSlotUI.cs.meta deleted file mode 100644 index f1ddd18d..00000000 --- a/Assets/GAME/Script/Storage/ChestSlotUI.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 2052b2fcd1679c04e8720a51067c8784 \ No newline at end of file diff --git a/Assets/GAME/Script/Storage/ChestUI.cs b/Assets/GAME/Script/Storage/ChestUI.cs deleted file mode 100644 index 798c4f97..00000000 --- a/Assets/GAME/Script/Storage/ChestUI.cs +++ /dev/null @@ -1,320 +0,0 @@ -using UnityEngine; -using UnityEngine.UI; -using TMPro; -using Ashwild.Inventory; -using Ashwild.UI; - -namespace Ashwild.Storage -{ - /// - /// The chest window: the local player's whole inventory on the left, the opened chest's contents - /// on the right. It is a local UI panel — opened by interacting with a , closed - /// with Escape — driven by the GameUIManager panel stack like the inventory. The inventory grid is - /// client-authoritative data; the chest grid renders the chest's replicated view and every move is - /// routed through the chest's server-authoritative RPCs, so two players sharing a chest stay in sync. - /// - /// Register this panel in GameUIManager.panels so the stack can open/close it. The controller - /// object stays active; Show/Hide only toggle the visual window and (un)bind the change events. - /// - public class ChestUI : UIPanel - { - /// - /// Marks this as a local window: input is locked and the cursor shows, but the world keeps - /// running (never pauses), exactly like the inventory. - /// - public override PanelKind Kind => PanelKind.Chest; - - /// - /// The single chest window in the scene, reached by a chest's Interact(). - /// - public static ChestUI Instance { get; private set; } - - #region Serialized Fields - - [Header("Window")] - [Tooltip("Visual window toggled on open/close; the controller object itself stays active.")] - [SerializeField] private GameObject windowRoot; - [SerializeField] private TextMeshProUGUI titleText; - - [Header("Grids")] - [Tooltip("Parent the player-inventory cells are laid out under (left side).")] - [SerializeField] private Transform inventoryContainer; - [Tooltip("Parent the chest cells are laid out under (right side).")] - [SerializeField] private Transform chestContainer; - [Tooltip("Prefab with a ChestSlotUI, instantiated for every cell on both sides.")] - [SerializeField] private GameObject slotPrefab; - - [Header("Drag Ghost")] - [SerializeField] private GameObject ghostObject; - [SerializeField] private Image ghostIcon; - [SerializeField] private TextMeshProUGUI ghostQuantityText; - - [Header("Transfer Buttons")] - [SerializeField] private Button depositAllButton; - [SerializeField] private Button withdrawAllButton; - - #endregion - - #region State - - private ChestSlotUI[] inventorySlots; - private ChestSlotUI[] chestSlots; - private Chest boundChest; - - /// - /// The chest currently displayed on the right side (null while closed). - /// - public Chest Chest => boundChest; - - #endregion - - #region Unity Lifecycle - - /// - /// Registers the singleton (in addition to the base panel setup). - /// - protected override void Awake() - { - base.Awake(); - Instance = this; - } - - /// - /// Sets up the shared ghost, parks the window closed and wires the transfer-all buttons. - /// - private void Start() - { - ChestSlotUI.SetupGhost(ghostObject, ghostIcon, ghostQuantityText); - if (windowRoot != null) windowRoot.SetActive(false); - - if (depositAllButton != null) depositAllButton.onClick.AddListener(HandleDepositAll); - if (withdrawAllButton != null) withdrawAllButton.onClick.AddListener(HandleWithdrawAll); - } - - /// - /// Clears the singleton and drops the button listeners on teardown. - /// - private void OnDestroy() - { - if (depositAllButton != null) depositAllButton.onClick.RemoveListener(HandleDepositAll); - if (withdrawAllButton != null) withdrawAllButton.onClick.RemoveListener(HandleWithdrawAll); - if (Instance == this) Instance = null; - } - - #endregion - - #region Open / Panel Lifecycle - - /// - /// Binds a chest and opens the window through the panel stack (cursor + input lock handled by - /// the GameUIManager). Called from a chest's Interact(). - /// - public void Open(Chest chest) - { - if (chest == null) return; - boundChest = chest; - - if (UIManager.Instance != null) - UIManager.Instance.OpenPanel(this); - } - - /// - /// Opens the window: builds the grids for the bound chest, binds change events and refreshes. - /// - public override void Show() - { - if (windowRoot != null) windowRoot.SetActive(true); - - EnsureInventoryGrid(); - BuildChestGrid(); - BindChanges(); - - if (titleText != null && boundChest != null) titleText.text = boundChest.DisplayName; - - RefreshInventory(); - RefreshChest(); - } - - /// - /// Closes the window, unbinds change events and releases the chest. - /// - public override void Hide() - { - if (ghostObject != null) ghostObject.SetActive(false); - UnbindChanges(); - boundChest = null; - if (windowRoot != null) windowRoot.SetActive(false); - } - - /// - /// Instant close used when the manager initializes panels — just parks the window closed. - /// - public override void HideInstant() - { - if (ghostObject != null) ghostObject.SetActive(false); - UnbindChanges(); - boundChest = null; - if (windowRoot != null) windowRoot.SetActive(false); - } - - #endregion - - #region Grid Building - - /// - /// Builds the left grid from the local player's full inventory once; reused across opens since - /// the inventory size never changes. - /// - private void EnsureInventoryGrid() - { - if (inventorySlots != null) return; - - PlayerInventory inv = PlayerInventory.Instance; - if (inv == null) return; - - int count = inv.InventorySize; - inventorySlots = new ChestSlotUI[count]; - for (int i = 0; i < count; i++) - { - ChestSlotUI slot = Instantiate(slotPrefab, inventoryContainer).GetComponent(); - slot.Initialize(this, ChestSlotContainer.Inventory, i); - inventorySlots[i] = slot; - } - } - - /// - /// Builds (or rebuilds when the size differs) the right grid to match the bound chest's slot - /// count, so opening a small chest then a large one lays out the right number of cells. - /// - private void BuildChestGrid() - { - int count = boundChest != null ? boundChest.SlotCount : 0; - if (chestSlots != null && chestSlots.Length == count) return; - - if (chestSlots != null) - foreach (ChestSlotUI s in chestSlots) - if (s != null) Destroy(s.gameObject); - - chestSlots = new ChestSlotUI[count]; - for (int i = 0; i < count; i++) - { - ChestSlotUI slot = Instantiate(slotPrefab, chestContainer).GetComponent(); - slot.Initialize(this, ChestSlotContainer.Chest, i); - chestSlots[i] = slot; - } - } - - #endregion - - #region Change Binding - - /// - /// Subscribes to the inventory's and the chest's change notifications so cells refresh live. - /// - private void BindChanges() - { - PlayerInventory inv = PlayerInventory.Instance; - if (inv != null) inv.onSlotChanged.AddListener(HandleInventorySlotChanged); - if (boundChest != null) boundChest.SlotViewChanged += HandleChestSlotChanged; - } - - /// - /// Unsubscribes — mirrors BindChanges exactly. - /// - private void UnbindChanges() - { - PlayerInventory inv = PlayerInventory.Instance; - if (inv != null) inv.onSlotChanged.RemoveListener(HandleInventorySlotChanged); - if (boundChest != null) boundChest.SlotViewChanged -= HandleChestSlotChanged; - } - - /// - /// Refreshes a single inventory cell when its slot changes. - /// - private void HandleInventorySlotChanged(int index) - { - if (inventorySlots != null && index >= 0 && index < inventorySlots.Length) - inventorySlots[index].Refresh(); - } - - /// - /// Refreshes a single chest cell, or the whole grid when the collection was (re)seeded (-1). - /// - private void HandleChestSlotChanged(int index) - { - if (chestSlots == null) return; - if (index < 0) { RefreshChest(); return; } - if (index < chestSlots.Length) chestSlots[index].Refresh(); - } - - /// - /// Redraws every inventory cell. - /// - private void RefreshInventory() - { - if (inventorySlots == null) return; - for (int i = 0; i < inventorySlots.Length; i++) inventorySlots[i].Refresh(); - } - - /// - /// Redraws every chest cell. - /// - private void RefreshChest() - { - if (chestSlots == null) return; - for (int i = 0; i < chestSlots.Length; i++) chestSlots[i].Refresh(); - } - - #endregion - - #region Transfer Routing - - /// - /// Routes a drag-drop between two cells into the matching operation: inventory swap, deposit, - /// withdraw, or move within the chest. - /// - public void HandleTransfer(ChestSlotUI from, ChestSlotUI to) - { - if (from == null || to == null || boundChest == null) return; - - bool fromInv = from.Container == ChestSlotContainer.Inventory; - bool toInv = to.Container == ChestSlotContainer.Inventory; - - if (fromInv && toInv) InventoryUI.OnSwapRequested(from.Index, to.Index); - else if (fromInv) boundChest.RequestDepositToSlot(from.Index, to.Index); - else if (toInv) boundChest.RequestWithdraw(from.Index); - else boundChest.RequestMoveWithin(from.Index, to.Index); - } - - /// - /// Right-click quick transfer: an inventory cell deposits (auto-placed), a chest cell withdraws. - /// - public void HandleQuickTransfer(ChestSlotUI slot) - { - if (slot == null || boundChest == null) return; - - if (slot.Container == ChestSlotContainer.Inventory) - boundChest.RequestDepositToSlot(slot.Index, -1); - else - boundChest.RequestWithdraw(slot.Index); - } - - /// - /// "Deposit all" button: stores every inventory item in the chest. - /// - private void HandleDepositAll() - { - if (boundChest != null) boundChest.RequestDepositAll(); - } - - /// - /// "Take all" button: withdraws every chest item into the inventory. - /// - private void HandleWithdrawAll() - { - if (boundChest != null) boundChest.RequestWithdrawAll(); - } - - #endregion - } -} diff --git a/Assets/GAME/Script/Storage/ChestUI.cs.meta b/Assets/GAME/Script/Storage/ChestUI.cs.meta deleted file mode 100644 index 7a11583b..00000000 --- a/Assets/GAME/Script/Storage/ChestUI.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: b5e351717263d20488f62645e8ffdff3 \ No newline at end of file diff --git a/Assets/GAME/Script/UI/BuildCostEntryUI.cs b/Assets/GAME/Script/UI/BuildCostEntryUI.cs index fca47b3b..42faab94 100644 --- a/Assets/GAME/Script/UI/BuildCostEntryUI.cs +++ b/Assets/GAME/Script/UI/BuildCostEntryUI.cs @@ -8,8 +8,8 @@ namespace Ashwild.UI /// One resource line of a build's cost, shown near the crosshair while placing: an icon plus an /// "owned / required" count (e.g. 2/3). A pure, data-agnostic view — it is handed an icon, the two /// numbers and an "affordable" flag and renders exactly that (tinting the count to signal a - /// shortfall), never resolving any domain data itself. CrosshairManager instantiates one of these - /// per cost line into its holder. + /// shortfall), never resolving any domain data itself. Authored as pre-placed children of the + /// crosshair's cost holder — CrosshairManager fills and shows/hides them, it does not instantiate. /// [DisallowMultipleComponent] public class BuildCostEntryUI : MonoBehaviour diff --git a/Assets/GAME/Script/UI/CrosshairManager.cs b/Assets/GAME/Script/UI/CrosshairManager.cs index 64f7e93b..df117f94 100644 --- a/Assets/GAME/Script/UI/CrosshairManager.cs +++ b/Assets/GAME/Script/UI/CrosshairManager.cs @@ -41,17 +41,36 @@ namespace Ashwild.UI /// [SerializeField] private TMP_Text promptLabel; - [Header("Build Cost")] + [Header("Layout")] /// - /// Container the per-resource cost entries are parented under while a build is being placed. - /// Its own layout (e.g. a HorizontalLayoutGroup) arranges them. + /// The vertical group stacking the crosshair icon, prompt and cost holder. Its spacing widens in + /// build mode so the build cost readout gets room below the reticle, and tightens back otherwise. /// - [SerializeField] private RectTransform costHolder; + [SerializeField] private VerticalLayoutGroup verticalGroup; /// - /// Prefab instantiated once per cost line (icon + amount) into the holder. Pooled and reused. + /// Spacing applied to the vertical group outside build mode (the compact reticle). /// - [SerializeField] private BuildCostEntryUI costEntryPrefab; + [SerializeField] private float idleSpacing = 0f; + + /// + /// Spacing applied to the vertical group while building, to separate the reticle from the cost. + /// + [SerializeField] private float buildSpacing = 12f; + + [Header("Build Cost")] + /// + /// The "Ressources Needed" container holding the cost entries. Activated while a build cost is + /// shown and deactivated otherwise, so the whole readout (background, layout) disappears with it. + /// + [SerializeField] private GameObject costHolder; + + /// + /// The pre-placed cost entries, assigned in the inspector in display order. Authored in the UI + /// (not instantiated at runtime) — this manager only fills and shows/hides them per the active + /// build's cost. + /// + [SerializeField] private BuildCostEntryUI[] costEntries; [Header("States")] /// @@ -121,12 +140,6 @@ namespace Ashwild.UI /// private bool isShowingCost; - /// - /// The instantiated cost entries, pooled and reused across placements — activated up to the - /// current cost's line count and hidden beyond it. - /// - private readonly List costEntries = new List(); - #endregion #region Unity Lifecycle @@ -144,6 +157,7 @@ namespace Ashwild.UI } Instance = this; + HideCostEntries(); } /// @@ -153,8 +167,10 @@ namespace Ashwild.UI { PlayerEvents.InteractableHoverChanged += HandleHoverChanged; PlayerEvents.BuildCostChanged += HandleBuildCostChanged; + PlayerEvents.BuildModeChanged += HandleBuildModeChanged; ApplyState(idleState, isHover: false, animated: false); SetLabel(null, animated: false); + ApplySpacing(PlayerEvents.IsBuilding); } /// @@ -164,6 +180,7 @@ namespace Ashwild.UI { PlayerEvents.InteractableHoverChanged -= HandleHoverChanged; PlayerEvents.BuildCostChanged -= HandleBuildCostChanged; + PlayerEvents.BuildModeChanged -= HandleBuildModeChanged; } /// @@ -211,6 +228,12 @@ namespace Ashwild.UI if (!isShowingCost) SetLabel(currentPrompt, animated: true); } + /// + /// Widens the vertical group in build mode (so the cost readout gets room) and tightens it back + /// out of build mode. Pure view reaction to the composite bus state — no build logic here. + /// + private void HandleBuildModeChanged(bool building) => ApplySpacing(building); + /// /// Shows the active build's cost (hiding the prompt label and filling the holder) while placing, /// or clears it and restores the normal prompt when the list is null/empty (placement ended). @@ -224,6 +247,7 @@ namespace Ashwild.UI } isShowingCost = true; + if (costHolder != null) costHolder.SetActive(true); SetLabel(null, animated: true); PopulateCost(cost); } @@ -265,60 +289,70 @@ namespace Ashwild.UI } /// - /// Sets the prompt text and fades the label in (non-null) or out (null). + /// Sets the prompt text and shows/hides the label. The label object starts inactive in the + /// prefab, so it is activated when there is a prompt and deactivated when there is none — the + /// alpha fade only runs while it is active. /// private void SetLabel(string prompt, bool animated) { if (promptLabel == null) return; bool show = !string.IsNullOrEmpty(prompt); - if (show) - promptLabel.text = prompt; + promptLabel.gameObject.SetActive(show); + if (!show) return; + + promptLabel.text = prompt; labelTween?.Kill(); - float target = show ? 1f : 0f; - if (!animated) { - promptLabel.alpha = target; + promptLabel.alpha = 1f; return; } + promptLabel.alpha = 0f; labelTween = DOTween.To(() => promptLabel.alpha, - a => promptLabel.alpha = a, target, labelFadeDuration); + a => promptLabel.alpha = a, 1f, labelFadeDuration); } /// - /// Fills the holder with one entry per cost line, reusing pooled entries and only instantiating - /// when the current build needs more lines than any previous one. Entries beyond this build's - /// count are hidden. Logs and no-ops when the holder or prefab reference is missing. + /// Hides the cost holder and every inspector-assigned cost entry at startup, so PopulateCost only + /// ever fills and toggles them. No-op on the parts that are unassigned. + /// + private void HideCostEntries() + { + if (costHolder != null) costHolder.SetActive(false); + + if (costEntries == null) return; + for (int i = 0; i < costEntries.Length; i++) + if (costEntries[i] != null) costEntries[i].gameObject.SetActive(false); + } + + /// + /// Fills and shows one assigned entry per cost line, hiding the entries beyond this build's line + /// count. Warns and caps when a build needs more lines than there are assigned entries — add more + /// entries in the inspector rather than relying on runtime instantiation. /// private void PopulateCost(IReadOnlyList cost) { - if (costHolder == null || costEntryPrefab == null) + if (costEntries == null || costEntries.Length == 0) { - Debug.LogError("[CrosshairManager] Cost holder or entry prefab not assigned — cannot show the build cost.", this); + Debug.LogError("[CrosshairManager] No cost entries assigned — cannot show the build cost.", this); return; } - for (int i = 0; i < cost.Count; i++) - { - BuildCostEntryUI entry; - if (i < costEntries.Count) - { - entry = costEntries[i]; - } - else - { - entry = Instantiate(costEntryPrefab, costHolder); - costEntries.Add(entry); - } + int shown = Mathf.Min(cost.Count, costEntries.Length); + if (cost.Count > costEntries.Length) + Debug.LogWarning($"[CrosshairManager] Build needs {cost.Count} cost lines but only {costEntries.Length} entries exist — extra lines are hidden.", this); - entry.gameObject.SetActive(true); - entry.Set(cost[i].Icon, cost[i].Owned, cost[i].Amount, cost[i].Affordable); + for (int i = 0; i < shown; i++) + { + if (costEntries[i] == null) continue; + costEntries[i].gameObject.SetActive(true); + costEntries[i].Set(cost[i].Icon, cost[i].Owned, cost[i].Amount, cost[i].Affordable); } - for (int i = cost.Count; i < costEntries.Count; i++) + for (int i = shown; i < costEntries.Length; i++) if (costEntries[i] != null) costEntries[i].gameObject.SetActive(false); } @@ -331,12 +365,25 @@ namespace Ashwild.UI if (!isShowingCost) return; isShowingCost = false; - for (int i = 0; i < costEntries.Count; i++) - if (costEntries[i] != null) costEntries[i].gameObject.SetActive(false); + if (costEntries != null) + for (int i = 0; i < costEntries.Length; i++) + if (costEntries[i] != null) costEntries[i].gameObject.SetActive(false); + + if (costHolder != null) costHolder.SetActive(false); SetLabel(currentPrompt, animated: true); } + /// + /// Sets the vertical group's spacing to the build or idle value. No-op when no group is wired, + /// so the crosshair still works on a rig that has no layout group. + /// + private void ApplySpacing(bool building) + { + if (verticalGroup == null) return; + verticalGroup.spacing = building ? buildSpacing : idleSpacing; + } + /// /// Kills every cached tween so none survive a disable/destroy. /// diff --git a/Assets/GAME/Script/UI/GameUIManager.cs b/Assets/GAME/Script/UI/GameUIManager.cs index 66e89349..faf29612 100644 --- a/Assets/GAME/Script/UI/GameUIManager.cs +++ b/Assets/GAME/Script/UI/GameUIManager.cs @@ -1,5 +1,4 @@ using UnityEngine; -using UnityEngine.SceneManagement; using Ashwild.Network; using Ashwild.Player; @@ -25,10 +24,6 @@ namespace Ashwild.UI [Tooltip("The pause menu panel opened by Escape.")] [SerializeField] private UIPanel pausePanel; - [Header("Quit")] - [Tooltip("Scene loaded when leaving the session back to the main menu.")] - [SerializeField] private string menuSceneName = "MenuScene"; - #endregion #region State @@ -45,18 +40,16 @@ namespace Ashwild.UI private UIPanel buildPanel; /// - /// True while a panel that pauses the world is open — i.e. anything but the inventory, the - /// construction menu or the chest, all local windows the world keeps running under. + /// True while a panel that pauses the world is open — i.e. anything but the inventory (which a + /// chest reuses) or the construction menu, both local windows the world keeps running under. /// public bool IsPaused => Current != null && Current.Kind != PanelKind.Inventory - && Current.Kind != PanelKind.Build - && Current.Kind != PanelKind.Chest; + && Current.Kind != PanelKind.Build; // Last bus values pushed, so we only fire on real transitions. private bool lastPaused; private bool lastInventoryOpen; - private bool lastChestOpen; private bool lastBuildOpen; #endregion @@ -92,11 +85,6 @@ namespace Ashwild.UI lastInventoryOpen = false; PlayerEvents.RaiseInventoryOpenChanged(false); } - if (lastChestOpen) - { - lastChestOpen = false; - PlayerEvents.RaiseChestOpenChanged(false); - } if (lastBuildOpen) { lastBuildOpen = false; @@ -119,7 +107,18 @@ namespace Ashwild.UI #region Escape Policy /// - /// Escape: close whatever is open (inventory or sub-panel), otherwise open the pause menu. + /// Escape, from the most local context outward: close whatever panel is open (inventory or + /// sub-panel), else back out of an in-world build placement, else open the pause menu. + /// + /// The placement step matters because a ghost being positioned is a mode with no panel behind it: + /// the construction menu closes as soon as a card is picked, so HasOpenPanel is already false and + /// Escape used to fall straight through to the pause menu — leaving the player still holding a + /// ghost. It is routed through BuildCancelRequested rather than reaching for BuildManager, so + /// ending a placement stays the bus contract the hammer's right-click tap already uses. + /// + /// Demolition mode is deliberately not handled here: it lasts only while right-click is held, so + /// it ends on release, and cancelling it from the outside would leave the hammer thinking it is + /// still held. /// protected override void OnEscape() { @@ -132,6 +131,12 @@ namespace Ashwild.UI return; } + if (PlayerEvents.IsPlacingBuild) + { + PlayerEvents.RaiseBuildCancelRequested(); + return; + } + OpenPause(); } @@ -172,19 +177,19 @@ namespace Ashwild.UI /// /// Leaves the session and returns to the main menu scene behind the loading curtain. The - /// transition is owned by the persistent NetworkSessionManager (it survives the scene swap, - /// this manager does not); falls back to a direct, uncovered load only if it is missing. + /// transition — and the menu scene name — is owned by the persistent NetworkSessionManager (it + /// survives the scene swap and is the single source of truth for scene names; this manager does + /// neither). Logs and no-ops if it is somehow missing rather than tearing down uncovered. /// public void QuitToMenu() { - if (NetworkSessionManager.Instance != null) + if (NetworkSessionManager.Instance == null) { - NetworkSessionManager.Instance.ReturnToMenu(menuSceneName); + Debug.LogError("[GameUIManager] NetworkSessionManager missing — cannot return to menu.", this); return; } - Debug.LogWarning("[GameUIManager] NetworkSessionManager missing — loading menu directly without the loading curtain.", this); - SceneManager.LoadScene(menuSceneName); + NetworkSessionManager.Instance.ReturnToMenu(); } #endregion @@ -204,9 +209,9 @@ namespace Ashwild.UI return; } - // Don't open the inventory on top of the pause menu, the construction menu or a chest. + // Don't open the inventory on top of the pause menu or the construction menu. if (IsPaused) return; - if (Current != null && (Current.Kind == PanelKind.Build || Current.Kind == PanelKind.Chest)) return; + if (Current != null && Current.Kind == PanelKind.Build) return; if (inventoryPanel != null) OpenPanel(inventoryPanel); @@ -228,7 +233,7 @@ namespace Ashwild.UI } if (IsPaused) return; - if (Current != null && (Current.Kind == PanelKind.Inventory || Current.Kind == PanelKind.Chest)) return; + if (Current != null && Current.Kind == PanelKind.Inventory) return; if (buildPanel != null) OpenPanel(buildPanel); @@ -260,19 +265,20 @@ namespace Ashwild.UI /// /// Drives the side effects of the open panel: cursor for any panel, world freeze + GamePaused - /// for pausing panels, and the InventoryOpenChanged / ChestOpenChanged / BuildMenuOpenChanged - /// bus states for the three local windows. The inventory, the chest and the construction menu - /// are windows the world keeps running under, so only "real" menus pause. All four bus states - /// feed PlayerEvents.InputLocked, so player control is cut whenever a panel is open. + /// for pausing panels, and the InventoryOpenChanged / BuildMenuOpenChanged bus states for the + /// two local windows. The inventory (which a chest reuses) and the construction menu are windows + /// the world keeps running under, so only "real" menus pause. The ChestOpenChanged sub-state is + /// owned by the inventory window itself, since a chest is just the inventory panel in chest mode. + /// All these bus states feed PlayerEvents.InputLocked, so player control is cut whenever a panel + /// is open. /// private void ApplyUIState(bool force = false) { UIPanel cur = Current; bool anyOpen = cur != null; bool inventory = anyOpen && cur.Kind == PanelKind.Inventory; - bool chest = anyOpen && cur.Kind == PanelKind.Chest; bool build = anyOpen && cur.Kind == PanelKind.Build; - bool paused = anyOpen && !inventory && !chest && !build; + bool paused = anyOpen && !inventory && !build; Cursor.lockState = anyOpen ? CursorLockMode.None : CursorLockMode.Locked; Cursor.visible = anyOpen; @@ -287,11 +293,6 @@ namespace Ashwild.UI lastInventoryOpen = inventory; PlayerEvents.RaiseInventoryOpenChanged(inventory); } - if (force || chest != lastChestOpen) - { - lastChestOpen = chest; - PlayerEvents.RaiseChestOpenChanged(chest); - } if (force || build != lastBuildOpen) { lastBuildOpen = build; diff --git a/Assets/GAME/Script/UI/NotificationUI.cs b/Assets/GAME/Script/UI/NotificationUI.cs index 2cf6f012..ac7baa4a 100644 --- a/Assets/GAME/Script/UI/NotificationUI.cs +++ b/Assets/GAME/Script/UI/NotificationUI.cs @@ -85,7 +85,16 @@ namespace Ashwild.UI PlayerEvents.FuelAdded -= OnItemSpent; } - private void OnItemAdded(ItemData item, int quantity) => Push(item, quantity); + /// + /// Announces a gain — but never a transfer: pulling a stack out of a chest only shuffles items + /// between the player's own containers, so popping a "+N" for it would be noise. + /// + private void OnItemAdded(ItemData item, int quantity, bool isTransfer) + { + if (isTransfer) return; + Push(item, quantity); + } + private void OnItemDropped(ItemData item, int quantity) => Push(item, -quantity); private void OnItemConsumed(ItemData item) => Push(item, -1); private void OnRecipeDiscovered(Sprite icon, string recipeName) => PushDiscovery(icon, recipeName); diff --git a/Assets/GAME/Script/UI/UIPanel.cs b/Assets/GAME/Script/UI/UIPanel.cs index d21cf7cf..e3d8513a 100644 --- a/Assets/GAME/Script/UI/UIPanel.cs +++ b/Assets/GAME/Script/UI/UIPanel.cs @@ -6,17 +6,16 @@ namespace Ashwild.UI /// /// Classifies how a panel affects gameplay when open, so a UI manager can apply the right /// side effects: Default = plain menu panel, Pause = freezes the world / raises GamePaused, - /// Inventory = a local UI window where the world keeps running, Build = the construction - /// menu, an inventory-like window that locks input and shows the cursor but never pauses, - /// Chest = the storage window (inventory + chest), the same 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