(Feat) Bed Systeme

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2026-07-08 18:08:34 +02:00
parent 78fd2d534a
commit ebb7ff5713
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using UnityEngine;
using Ashwild.Interaction;
using Ashwild.Player;
namespace Ashwild.Building
{
/// <summary>
/// A placed bed the local player interacts with to make it their respawn point (Valheim-style
/// claim). Interacting pushes the bed's pose onto the bus, where the local PlayerLifecycle adopts
/// it — so the respawn point is per-player and never networked: one bed at the base can serve as
/// everyone's spawn, yet each teammate only rebinds their own by interacting, and a bed placed
/// far away changes nobody else's. The bed itself is an ordinary built structure (instantiated
/// locally on every client from the BuildRegistry), never a NetworkObject — so there is nothing
/// to add on the build side: dropping this component on a buildable's BuiltPrefab is enough.
/// </summary>
[DisallowMultipleComponent]
[RequireComponent(typeof(Collider))]
public class Bed : MonoBehaviour, IInteractable
{
#region Serialized Fields
[Header("Respawn")]
[Tooltip("Where the player reappears when respawning here — a child placed beside the bed, facing away from it. Falls back to the bed's own transform when left empty.")]
[SerializeField] private Transform respawnAnchor;
[Tooltip("Label shown under the crosshair while aiming at the bed.")]
[SerializeField] private string interactionPrompt = "Définir le point de réveil";
#endregion
#region IInteractable
/// <summary>
/// Label shown under the crosshair while aiming at the bed.
/// </summary>
public string InteractionPrompt => interactionPrompt;
/// <summary>
/// Claims this bed as the local player's respawn point by broadcasting its pose over the bus.
/// Called by PlayerInteractor on the interacting client only (it is owner-gated), so only that
/// player rebinds — teammates are untouched.
/// </summary>
public void Interact()
{
Transform anchor = respawnAnchor != null ? respawnAnchor : transform;
PlayerEvents.RaiseRespawnPointChanged(anchor.position, anchor.rotation);
}
#endregion
}
}