Merge remote-tracking branch 'origin/feat/inport-props' into feat/craft-discovery

# Conflicts:
#	Assets/External/Animated PBR Chest Demo/Materials/WoodChest.mat
#	Packages/com.distantlands.cozy.core/Content/Integration/Import for BiRP.unitypackage.meta
#	Packages/com.distantlands.cozy.core/Content/Integration/Import for HDRP.unitypackage.meta
#	Packages/com.distantlands.cozy.core/Content/Integration/Import for URP.unitypackage.meta
This commit is contained in:
2026-07-25 19:42:26 +02:00
954 changed files with 999772 additions and 26193 deletions
@@ -10,11 +10,13 @@ namespace Ashwild.EditorTools
/// <summary>
/// Editor-only factory that creates ItemData assets and, on demand, builds the world pickup
/// prefab (Pickable + collider on the Pickable layer) and the in-hand prefab (ToolBehaviour +
/// HeldItemOffset on the Tools layer) by wrapping a chosen source object — a model (FBX) or an
/// existing prefab. The source is nested as a child so the designer's authored model stays intact
/// and editable, while the generated root carries the gameplay components and a collider auto-fit
/// to the source's renderers. Every reference is wired back onto the ItemData. Follows §3 of the
/// project rules: world pickups are plain WorldObjects (registry-synced), never NetworkObjects.
/// HeldItemOffset on the Tools layer) as a Prefab Variant of a chosen source prefab. The designer
/// authors one base prefab with its meshes and materials set up (the raw FBX comes in untextured),
/// hands it to the generator, and each generated prefab becomes a variant that carries the gameplay
/// components as overrides on its own root — so re-texturing the base propagates to both variants.
/// A non-prefab source falls back to a plain duplicate. Every reference is wired back onto the
/// ItemData. Follows §3 of the project rules: world pickups are plain WorldObjects (registry-synced),
/// never NetworkObjects.
/// </summary>
public static class ItemAssetFactory
{
@@ -24,6 +26,9 @@ namespace Ashwild.EditorTools
private const string WorldPrefabFolder = "Assets/GAME/Prefabs/Pickable";
private const string HandPrefabFolder = "Assets/GAME/Prefabs/Tools";
private const string WorldPrefabSuffix = "_Pickable";
private const string HandPrefabSuffix = "_Tools";
private const string PickableLayerName = "Pickable";
private const string ToolsLayerName = "Tools";
private const string HarvestableLayerName = "Harvestable";
@@ -65,19 +70,20 @@ namespace Ashwild.EditorTools
#region World Prefab
/// <summary>
/// Builds the world pickup prefab for an item by wrapping the source object: a root on the
/// Pickable layer carries the source as a child, an auto-fitted non-trigger BoxCollider (so the
/// interactor ray — which reads the Pickable off the hit collider's own GameObject — has a
/// target on the root), and the Pickable component wired to this item. The id stays -1; scene
/// instances get a baked id later via Tools ▸ Ashwild ▸ Assign World Object IDs. The finished
/// prefab is assigned back onto ItemData.worldPrefab. Returns the saved prefab, or null on error.
/// Builds the world pickup prefab for an item as a variant of the source prefab: the variant root
/// sits on the Pickable layer, gains an auto-fitted non-trigger BoxCollider (so the interactor ray
/// — which reads the Pickable off the hit collider's own GameObject — has a target on the root),
/// and a Pickable wired to this item. The id stays -1; scene instances get a baked id later via
/// Tools ▸ Ashwild ▸ Setup World Object IDs. The finished prefab is assigned back onto
/// ItemData.worldPrefab. Returns the saved prefab, or null on error.
/// </summary>
public static GameObject GenerateWorldPrefab(ItemData item, GameObject source)
{
if (!ValidateInputs(item, source, "world")) return null;
if (!EnsureFolder(WorldPrefabFolder)) return null;
GameObject root = BuildRoot(item, source, ResolveLayer(PickableLayerName));
string prefabName = item.name + WorldPrefabSuffix;
GameObject root = InstantiateSourceRoot(source, ResolveLayer(PickableLayerName), prefabName);
FitBoxCollider(root);
Pickable pickable = root.AddComponent<Pickable>();
@@ -85,7 +91,7 @@ namespace Ashwild.EditorTools
so.FindProperty("itemData").objectReferenceValue = item;
so.ApplyModifiedPropertiesWithoutUndo();
return SaveAndAssign(root, WorldPrefabFolder, item, "worldPrefab");
return SaveAndAssign(root, WorldPrefabFolder, item, "worldPrefab", prefabName);
}
#endregion
@@ -93,18 +99,19 @@ namespace Ashwild.EditorTools
#region Hand Prefab
/// <summary>
/// Builds the in-hand prefab for a tool/weapon by wrapping the source object: a root on the
/// Tools layer carries the source as a child, a ToolBehaviour (harvest ray masked to the
/// Harvestable layer) and a HeldItemOffset so it can be posed in the holder. No collider —
/// held items carry no physics. The prefab is assigned back onto ItemData.handPrefab.
/// Returns the prefab, or null on error.
/// Builds the in-hand prefab for a tool/weapon as a variant of the source prefab: the variant
/// root sits on the Tools layer and gains a ToolBehaviour (harvest ray masked to the Harvestable
/// layer) and a HeldItemOffset so it can be posed in the holder. No collider — held items carry
/// no physics. The prefab is assigned back onto ItemData.handPrefab. Returns the prefab, or null
/// on error.
/// </summary>
public static GameObject GenerateHandPrefab(ItemData item, GameObject source)
{
if (!ValidateInputs(item, source, "hand")) return null;
if (!EnsureFolder(HandPrefabFolder)) return null;
GameObject root = BuildRoot(item, source, ResolveLayer(ToolsLayerName));
string prefabName = item.name + HandPrefabSuffix;
GameObject root = InstantiateSourceRoot(source, ResolveLayer(ToolsLayerName), prefabName);
ToolBehaviour tool = root.AddComponent<ToolBehaviour>();
SerializedObject so = new SerializedObject(tool);
@@ -113,7 +120,7 @@ namespace Ashwild.EditorTools
root.AddComponent<HeldItemOffset>();
return SaveAndAssign(root, HandPrefabFolder, item, "handPrefab");
return SaveAndAssign(root, HandPrefabFolder, item, "handPrefab", prefabName);
}
#endregion
@@ -139,18 +146,20 @@ namespace Ashwild.EditorTools
}
/// <summary>
/// Creates the generated root named after the item, on the given layer, with the source object
/// (model or prefab) nested as a child at the origin so its authored transform is preserved as
/// a prefab link rather than flattened.
/// Instantiates the source prefab itself as the generated root — keeping the prefab connection so
/// SaveAndAssign turns it into a variant — then applies the target name and layer as variant
/// overrides. A non-prefab source falls back to a plain (unlinked) copy, which SaveAndAssign then
/// saves as a regular prefab rather than a variant.
/// </summary>
private static GameObject BuildRoot(ItemData item, GameObject source, int layer)
private static GameObject InstantiateSourceRoot(GameObject source, int layer, string rootName)
{
GameObject root = new GameObject(item.name) { layer = layer };
GameObject root = PrefabUtility.InstantiatePrefab(source) as GameObject;
if (root == null) root = Object.Instantiate(source);
GameObject visual = (GameObject)PrefabUtility.InstantiatePrefab(source);
if (visual == null) visual = Object.Instantiate(source);
visual.transform.SetParent(root.transform, false);
visual.transform.localPosition = Vector3.zero;
root.name = rootName;
root.layer = layer;
root.transform.position = Vector3.zero;
root.transform.rotation = Quaternion.identity;
return root;
}
@@ -179,12 +188,13 @@ namespace Ashwild.EditorTools
}
/// <summary>
/// Saves a built GameObject as a prefab under a unique path, destroys the scene instance,
/// wires the saved prefab onto the given ItemData field, and refreshes the asset database.
/// Saves a built GameObject as a prefab under a unique path (named with the type-specific suffix
/// so pickables and hand tools stay distinguishable), destroys the scene instance, wires the
/// saved prefab onto the given ItemData field, and refreshes the asset database.
/// </summary>
private static GameObject SaveAndAssign(GameObject root, string folder, ItemData item, string itemField)
private static GameObject SaveAndAssign(GameObject root, string folder, ItemData item, string itemField, string prefabName)
{
string prefabPath = AssetDatabase.GenerateUniqueAssetPath($"{folder}/{item.name}.prefab");
string prefabPath = AssetDatabase.GenerateUniqueAssetPath($"{folder}/{prefabName}.prefab");
GameObject prefab = PrefabUtility.SaveAsPrefabAsset(root, prefabPath);
Object.DestroyImmediate(root);