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# 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
354 lines
14 KiB
C#
354 lines
14 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using Ashwild.Inventory;
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using Ashwild.Player;
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namespace Ashwild.Crafting
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{
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/// <summary>
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/// Owns the crafting recipes and logic, and drives the (dumb) CraftingUI: it builds the view
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/// from recipe data, hands it the player-dependent queries, and refreshes it whenever the
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/// local player's inventory changes. The UI never reaches back into the player or this class.
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/// Keep this and CraftingUI as stable scene objects so the reference can't break.
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///
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/// It also owns the crafting *context* — bare hands or a station. Opening the panel from a
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/// <see cref="CraftingStation"/> widens the visible catalog to that station's recipes for as long as
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/// the window stays open; closing it drops back to hand crafting.
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/// </summary>
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public class CraftingManager : MonoBehaviour
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{
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#region Singleton
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/// <summary>
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/// The scene's crafting manager, so a world station can hand itself over without a
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/// FindObjectOfType. Mirrors BuildManager.
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/// </summary>
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public static CraftingManager Instance { get; private set; }
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#endregion
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#region Serialized Fields
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[Header("Data")]
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[SerializeField] private CraftingRecipe[] recipes;
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[Header("View")]
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[Tooltip("The crafting panel this manager drives. Both should be stable scene objects.")]
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[SerializeField] private CraftingUI craftingUI;
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[Header("Events")]
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public UnityEvent<CraftingRecipe> onCraftSuccess;
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#endregion
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#region State
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private PlayerInventory inventory;
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private bool bound;
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private readonly HashSet<CraftingRecipe> unlockedRecipes = new HashSet<CraftingRecipe>();
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/// <summary>
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/// The station the panel is currently open on, or None while the player crafts bare-handed
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/// (the inventory opened with the normal key). Reset whenever the window closes.
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/// </summary>
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private CraftingStationType activeStation = CraftingStationType.None;
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#endregion
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#region Public API
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/// <summary>
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/// All authored recipes (read-only data source).
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/// </summary>
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public CraftingRecipe[] Recipes => recipes;
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/// <summary>
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/// Opens the crafting panel on the given station: its recipes join the catalog and the inventory
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/// window opens straight on the craft tab. The context lasts until the window closes.
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/// Called by <see cref="CraftingStation.Interact"/> on the interacting client only.
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/// </summary>
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public void OpenStation(CraftingStation station)
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{
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if (station == null) return;
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if (InventoryUI.Instance == null)
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{
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Debug.LogError("[CraftingManager] No InventoryUI in the scene — cannot open the crafting panel.", this);
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return;
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}
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activeStation = station.StationType;
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InventoryUI.Instance.OpenAtCategory(InventoryCategory.Crafting);
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if (craftingUI != null)
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craftingUI.Refresh();
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}
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/// <summary>
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/// Returns whether the local player can currently craft the recipe the given number of times.
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/// A recipe is only craftable once every ingredient has been discovered and the right station is
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/// open, on top of the usual inventory check — an ingredient still shown as a mystery ("?")
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/// blocks the craft.
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/// </summary>
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public bool CanCraft(CraftingRecipe recipe, int count = 1)
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{
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return PlayerInventory.Instance != null
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&& IsStationAvailable(recipe)
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&& IsFullyDiscovered(recipe)
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&& recipe.CanCraft(PlayerInventory.Instance, count);
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}
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/// <summary>
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/// Consumes the ingredients and produces the result if the local player can afford it, has
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/// discovered every ingredient, and is at the station the recipe requires. The result item is
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/// added through the inventory, which in turn discovers it — so crafting an intermediate result
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/// reveals the recipes further down the chain.
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///
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/// The station is re-checked here rather than trusted from the visible list: the panel could
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/// have been left open through a context change, and a bench recipe must never be craftable
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/// bare-handed.
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/// </summary>
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public bool TryCraft(CraftingRecipe recipe, int count = 1)
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{
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PlayerInventory inv = PlayerInventory.Instance;
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if (inv == null || !IsStationAvailable(recipe) || !IsFullyDiscovered(recipe) || !recipe.CanCraft(inv, count))
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return false;
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for (int i = 0; i < recipe.Ingredients.Length; i++)
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{
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CraftingIngredient ingredient = recipe.Ingredients[i];
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inv.RemoveItemByData(ingredient.item, ingredient.quantity * count);
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}
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inv.AddItem(recipe.ResultItem, recipe.ResultQuantity * count);
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onCraftSuccess?.Invoke(recipe);
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return true;
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}
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#endregion
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#region Unity Lifecycle
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/// <summary>
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/// Registers the singleton so world stations can reach the manager.
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/// </summary>
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private void Awake()
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{
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Instance = this;
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}
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/// <summary>
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/// Subscribes to the local player spawn so we can bind to its inventory, and to the window's
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/// open state so the station context is dropped when it closes.
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/// </summary>
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private void OnEnable()
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{
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PlayerEvents.LocalPlayerSpawned += HandleLocalPlayerSpawned;
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PlayerEvents.ItemDiscovered += HandleItemDiscovered;
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PlayerEvents.InventoryOpenChanged += HandleInventoryOpenChanged;
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}
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/// <summary>
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/// Unsubscribes — mirrors OnEnable exactly.
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/// </summary>
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private void OnDisable()
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{
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PlayerEvents.LocalPlayerSpawned -= HandleLocalPlayerSpawned;
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PlayerEvents.ItemDiscovered -= HandleItemDiscovered;
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PlayerEvents.InventoryOpenChanged -= HandleInventoryOpenChanged;
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}
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/// <summary>
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/// Builds the view from static recipe data, then binds to the player if it already exists.
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/// </summary>
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private void Start()
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{
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if (craftingUI != null)
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craftingUI.Build(recipes, CanCraft, CountItem, TryCraft, IsDiscovered, IsRecipeVisible);
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else
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Debug.LogError("[CraftingManager] No CraftingUI assigned — the crafting panel will not populate.", this);
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// The player may already exist (late init); otherwise we wait for the spawn event.
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if (PlayerInventory.Instance != null)
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BindToInventory();
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}
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/// <summary>
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/// Stops listening to the inventory and clears the singleton when destroyed.
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/// </summary>
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private void OnDestroy()
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{
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if (inventory != null)
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inventory.onSlotChanged.RemoveListener(HandleInventoryChanged);
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if (Instance == this) Instance = null;
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}
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#endregion
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#region Event Handlers
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/// <summary>
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/// Binds to the inventory when the local player spawns on the network.
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/// </summary>
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private void HandleLocalPlayerSpawned() => BindToInventory();
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/// <summary>
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/// Refreshes the view's craftability whenever any inventory slot changes.
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/// </summary>
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private void HandleInventoryChanged(int slotIndex)
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{
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if (craftingUI != null)
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craftingUI.Refresh();
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}
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/// <summary>
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/// Reacts to a newly discovered item: announces any recipe it just unlocked (for the "NEW"
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/// craft notification), then refreshes the view so those recipes appear and their once-mystery
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/// ingredients are shown.
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/// </summary>
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private void HandleItemDiscovered(ItemData item)
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{
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NotifyNewlyUnlockedRecipes();
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if (craftingUI != null)
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craftingUI.Refresh();
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}
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/// <summary>
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/// Drops the station context when the inventory window closes, so the next hand-opened panel is
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/// back to hand-only recipes. Tying this to the window rather than to a distance check keeps a
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/// single, unambiguous rule: the station lasts exactly as long as the panel it opened.
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/// </summary>
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private void HandleInventoryOpenChanged(bool open)
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{
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if (open || activeStation == CraftingStationType.None) return;
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activeStation = CraftingStationType.None;
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if (craftingUI != null)
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craftingUI.Refresh();
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}
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#endregion
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#region Internal Helpers
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/// <summary>
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/// Caches the local player's inventory and starts reacting to its changes; runs once.
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/// </summary>
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private void BindToInventory()
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{
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if (bound) return;
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inventory = PlayerInventory.Instance;
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if (inventory == null) return;
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bound = true;
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inventory.onSlotChanged.AddListener(HandleInventoryChanged);
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SeedUnlockedRecipes();
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if (craftingUI != null)
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craftingUI.Refresh();
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}
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/// <summary>
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/// Records the recipes already revealed at bind time (e.g. from restored discoveries) so they
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/// are treated as known and never fire a spurious "NEW" notification. With a fresh player this
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/// is empty since discovery starts at zero.
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/// </summary>
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private void SeedUnlockedRecipes()
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{
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for (int i = 0; i < recipes.Length; i++)
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if (IsDiscoveryRevealed(recipes[i]))
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unlockedRecipes.Add(recipes[i]);
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}
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/// <summary>
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/// Raises a "NEW" notification for every recipe that has just been revealed (its first
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/// discovered ingredient), each announced once. Called after an item is discovered.
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///
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/// Deliberately keyed on discovery alone, not on the station filter: a bench recipe must still
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/// announce itself the moment its ingredient is found — that is the cue telling the player the
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/// bench is worth building — instead of silently waiting for the bench to be opened.
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/// </summary>
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private void NotifyNewlyUnlockedRecipes()
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{
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for (int i = 0; i < recipes.Length; i++)
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{
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CraftingRecipe recipe = recipes[i];
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if (unlockedRecipes.Contains(recipe)) continue;
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if (!IsDiscoveryRevealed(recipe)) continue;
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unlockedRecipes.Add(recipe);
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PlayerEvents.RaiseRecipeDiscovered(recipe.Icon, recipe.RecipeName);
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}
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}
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/// <summary>
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/// How many of an item the local player currently holds (0 when offline).
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/// </summary>
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private int CountItem(ItemData item)
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{
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return PlayerInventory.Instance != null ? PlayerInventory.Instance.CountItem(item) : 0;
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}
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/// <summary>
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/// Whether the local player has discovered the item (false when the discovery tracker isn't ready).
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/// </summary>
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private bool IsDiscovered(ItemData item)
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{
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return CraftDiscovery.Instance != null && CraftDiscovery.Instance.IsDiscovered(item);
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}
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/// <summary>
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/// Whether the recipe should appear in the list right now: revealed by discovery AND allowed by
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/// the station the panel is open on. The two criteria stay separate helpers on purpose —
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/// discovery is permanent player progress, the station is a transient context — and only their
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/// conjunction drives what the player sees.
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/// </summary>
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private bool IsRecipeVisible(CraftingRecipe recipe)
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{
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return IsStationAvailable(recipe) && IsDiscoveryRevealed(recipe);
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}
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/// <summary>
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/// Whether the recipe has been revealed by discovery: true as soon as at least one of its
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/// ingredients has been found. Undiscovered ingredients then show as a mystery until found.
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/// </summary>
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private bool IsDiscoveryRevealed(CraftingRecipe recipe)
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{
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CraftingIngredient[] ingredients = recipe.Ingredients;
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for (int i = 0; i < ingredients.Length; i++)
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if (IsDiscovered(ingredients[i].item)) return true;
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return false;
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}
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/// <summary>
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/// Whether the recipe's required station matches the current context: a recipe requiring none is
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/// craftable everywhere (bare hands and every station alike), any other one only on a station of
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/// its exact type.
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/// </summary>
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private bool IsStationAvailable(CraftingRecipe recipe)
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{
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return recipe.RequiredStation == CraftingStationType.None
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|| recipe.RequiredStation == activeStation;
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}
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/// <summary>
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/// Whether every ingredient of the recipe has been discovered — the gate for actually crafting it.
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/// </summary>
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private bool IsFullyDiscovered(CraftingRecipe recipe)
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{
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CraftingIngredient[] ingredients = recipe.Ingredients;
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for (int i = 0; i < ingredients.Length; i++)
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if (!IsDiscovered(ingredients[i].item)) return false;
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return true;
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}
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#endregion
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}
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}
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