using Ashwild.Inventory; namespace Ashwild.Player { /// /// Logic carried by a held-item prefab (a tool, food, weapon, ...). The prefab is /// spawned in the hand when the item is drawn and destroyed when it is put away, /// so each behaviour simply subscribes to the use input while it is alive — the /// equipped item is the only one that reacts, with no central dispatcher needed. /// HotbarController calls Setup right after spawning to link it to the player. /// public interface IHeldItemBehaviour { /// /// Links the freshly spawned held item to the player: receives the shared /// player refs and the ItemData this prefab represents. Called once by /// HotbarController immediately after the prefab is instantiated. /// void Setup(HeldItemContext context, ItemData item); } }