# CLAUDE.md

This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.

## Project Overview

This is a Unity game project with two major systems:
1. **Character Controller** - First/third-person movement with animations
2. **Inventory System** - Full inventory with hotbar, drag-drop, crafting, and item generation

## Controls

- **Movement**: WASD
- **Look**: Mouse
- **Run**: Left Shift
- **Crouch**: C
- **Jump**: Space
- **Toggle Inventory**: Tab
- **Close Inventory**: Escape
- **Hotbar Selection**: 1-9 keys
- **Drop Item**: Q

## Key Files and Structure

### Character Controller (`Assets/charecter-controller/scripts/`)
- `charecter.cs` - Main character controller with movement, jumping, crouching, mouse look
- `PlayerBuilder.cs` - Player setup utility
- `PlayerBuilderTool.cs` - Editor tool for building player objects

### Inventory System (`Assets/Inventory/Scripts/`)
- `InventoryManager.cs` - Core inventory logic (singleton, item operations, save/load)
- `Slot.cs` - Individual inventory slot with stacking logic
- `ItemData.cs` - Item definition (id, name, icon, maxStack, etc.)
- `InventoryEvents.cs` - Centralized event system for inventory changes
- `InventoryItemFactory.cs` - Creates dropped items in the world
- `InventoryDragDrop.cs` - Drag and drop UI handling
- `CraftingManager.cs` - Recipe-based crafting system
- `InventoryUIBuilder.cs` - Runtime UI generation

### Scene
- `Assets/Scenes/SampleScene.unity` - Main test scene

## Architecture

### Character Controller Design
- Uses Unity's CharacterController component for collision
- Head-body separation: body rotates toward look direction, head can offset within limits
- Animator parameters use `Animator.StringToHash` for performance (Speed, IsMoving, IsCrouching, IsGrounded, Jump)
- Physics-based jumping: `v = sqrt(jumpHeight * -2 * gravity)`
- All movement is framerate-independent with `Time.deltaTime`

### Inventory Architecture
- **Singleton pattern**: `InventoryManager.Instance` persists across scenes (DontDestroyOnLoad)
- **Dual storage**: Main inventory (36 slots) + Hotbar (9 slots, indices 0-8)
- **Item lookup**: `_itemDict` dictionary maps item IDs to ItemData
- **Stacking**: Items stack up to `maxStack` defined in ItemData
- **Events**: InventoryEvents provides OnItemAdded, OnItemRemoved, OnInventoryOpened/Closed

### Inventory Flow
1. Items added via `AddItem(itemId, amount)` - tries existing stacks first, then empty slots
2. Removed via `RemoveItem(itemId, amount)` - returns true if successful
3. Hotbar selection via `SelectHotbarSlot(index)` - updates visual selection
4. Item dropped via `DropSelectedItem()` - spawns world object via InventoryItemFactory
5. JSON serialization via `ExportToJson()` / `ImportFromJson()`

### Meta Files
Unity requires .meta files for all assets - always commit them alongside their assets.
