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
+18
View File
@@ -1,4 +1,5 @@
using UnityEngine;
using Ashwild.Player;
namespace Ashwild.Inventory
{
@@ -59,6 +60,12 @@ namespace Ashwild.Inventory
[SerializeField] private GameObject worldPrefab;
[SerializeField] private GameObject handPrefab;
[Header("Animation")]
[Tooltip("Clips the owner's first-person arms play while holding this item. Empty = bare-hand set.")]
[SerializeField] private PlayerAnimationSet armsAnimationSet;
[Tooltip("Clips the third-person body plays while holding this item, as seen by other players.")]
[SerializeField] private PlayerAnimationSet bodyAnimationSet;
public string ItemName => itemName;
public Sprite Icon => icon;
public string Description => description;
@@ -92,5 +99,16 @@ namespace Ashwild.Inventory
public float FuelSeconds => fuelSeconds;
public GameObject WorldPrefab => worldPrefab;
public GameObject HandPrefab => handPrefab;
/// <summary>
/// The clip set this item imposes on one of the player's two rigs. Kept as a lookup rather than
/// two public properties so a binder can be pointed at either rig from the inspector and stay
/// the same component — the arms and the body run identical code on different data.
/// Returns null when the item authors nothing, which makes the binder fall back to bare hands.
/// </summary>
public PlayerAnimationSet GetAnimationSet(PlayerAnimationRig rig)
{
return rig == PlayerAnimationRig.Arms ? armsAnimationSet : bodyAnimationSet;
}
}
}