fix чать инвенторя
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CLAUDE.md
107
CLAUDE.md
@@ -4,64 +4,69 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co
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## Project Overview
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This is a Unity game project with two major systems:
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1. **Character Controller** - First/third-person movement with animations
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2. **Inventory System** - Full inventory with hotbar, drag-drop, crafting, and item generation
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Unity game project (no CLI build commands — use the Unity Editor). Two major systems:
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1. **Character Controller** — first/third-person movement with animations
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2. **Inventory System** — hotbar, drag-drop, crafting, world items, save/load
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## Controls
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- **Movement**: WASD
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- **Look**: Mouse
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- **Run**: Left Shift
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- **Crouch**: C
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- **Jump**: Space
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- **Toggle Inventory**: Tab
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- **Close Inventory**: Escape
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- **Hotbar Selection**: 1-9 keys
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- **Drop Item**: Q
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## Key Files and Structure
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### Character Controller (`Assets/charecter-controller/scripts/`)
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- `charecter.cs` - Main character controller with movement, jumping, crouching, mouse look
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- `PlayerBuilder.cs` - Player setup utility
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- `PlayerBuilderTool.cs` - Editor tool for building player objects
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### Inventory System (`Assets/Inventory/Scripts/`)
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- `InventoryManager.cs` - Core inventory logic (singleton, item operations, save/load)
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- `Slot.cs` - Individual inventory slot with stacking logic
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- `ItemData.cs` - Item definition (id, name, icon, maxStack, etc.)
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- `InventoryEvents.cs` - Centralized event system for inventory changes
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- `InventoryItemFactory.cs` - Creates dropped items in the world
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- `InventoryDragDrop.cs` - Drag and drop UI handling
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- `CraftingManager.cs` - Recipe-based crafting system
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- `InventoryUIBuilder.cs` - Runtime UI generation
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### Scene
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- `Assets/Scenes/SampleScene.unity` - Main test scene
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| Action | Key |
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|---|---|
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| Move | WASD |
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| Look | Mouse |
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| Run | Left Shift |
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| Crouch | C |
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| Jump | Space |
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| Pickup | E |
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| Toggle Inventory | Tab |
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| Close Inventory | Escape |
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| Hotbar Select | 1–9 |
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| Drop Item | Q |
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## Architecture
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### Character Controller Design
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- Uses Unity's CharacterController component for collision
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- Head-body separation: body rotates toward look direction, head can offset within limits
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- Animator parameters use `Animator.StringToHash` for performance (Speed, IsMoving, IsCrouching, IsGrounded, Jump)
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- Physics-based jumping: `v = sqrt(jumpHeight * -2 * gravity)`
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- All movement is framerate-independent with `Time.deltaTime`
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### Input Layer — `PlayerInput` (singleton, DontDestroyOnLoad)
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All input is centralised in `Assets/charecter-controller/scripts/PlayerInput.cs`. It exposes:
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- Continuous properties: `MouseX`, `MouseY`, `Horizontal`, `Vertical`, `Crouch`, `Run`
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- C# events: `OnJumpPressed`, `OnPickupPressed`, `OnToggleInventory`, `OnDropPressed`, `OnHotbarSelect`
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- `Enabled` flag — set to `false` when the inventory is open to block gameplay input
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### Inventory Architecture
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- **Singleton pattern**: `InventoryManager.Instance` persists across scenes (DontDestroyOnLoad)
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- **Dual storage**: Main inventory (36 slots) + Hotbar (9 slots, indices 0-8)
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- **Item lookup**: `_itemDict` dictionary maps item IDs to ItemData
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- **Stacking**: Items stack up to `maxStack` defined in ItemData
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- **Events**: InventoryEvents provides OnItemAdded, OnItemRemoved, OnInventoryOpened/Closed
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Both `charecter.cs` and `InventoryManager.cs` subscribe to `PlayerInput.Instance` events in `Start()`. Never read `Input.*` directly in new code — go through `PlayerInput`.
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### Inventory Flow
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1. Items added via `AddItem(itemId, amount)` - tries existing stacks first, then empty slots
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2. Removed via `RemoveItem(itemId, amount)` - returns true if successful
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3. Hotbar selection via `SelectHotbarSlot(index)` - updates visual selection
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4. Item dropped via `DropSelectedItem()` - spawns world object via InventoryItemFactory
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5. JSON serialization via `ExportToJson()` / `ImportFromJson()`
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### Character Controller — `charecter.cs`
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- Requires `CharacterController` component
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- Head-bone / body separation: body yaw tracks camera yaw when moving; head offset is clamped to `±maxHeadYaw`
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- Bone rotations applied in `LateUpdate` via `ApplyRotations()`
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- Animator hashes cached as `static readonly int` fields; animator Speed param: 0 = idle, 0.5 = walk, 1 = run
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- Item pickup radius-cast in `TryPickupNearbyItem()` (2.5 m sphere, closest `WorldItem` wins)
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### Inventory System
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**Singleton chain** (all DontDestroyOnLoad, all auto-created if missing):
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```
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PlayerInput → InventoryManager → InventoryItemFactory
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→ InventoryEvents
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```
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**InventoryManager** (`Assets/Inventory/Scripts/InventoryManager.cs`)
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- `slots[]` (36) = main inventory; `hotbarSlots[]` (9, indices 0-8)
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- `_itemDict` maps `ItemData.id → ItemData`; rebuilt via `RebuildItemDictionary()` — call this after runtime DB changes
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- `AddItem()` fill order: existing main stacks → empty main slots → existing hotbar stacks → empty hotbar slots
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- Save/load: JSON to `Application.persistentDataPath/inventory_save.json`; auto-save on `OnApplicationQuit`
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**ItemData** — ScriptableObject (`Assets > Create > Inventory > Item`). `id` is auto-assigned as GUID on first `OnEnable`. ItemType enum: `Block, Weapon, Armor, Consumable, Tool, Material`.
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**InventoryItemFactory** — creates/drops `WorldItem` GameObjects. Needs an `ItemFactoryConfig` ScriptableObject (`Assets > Create > Inventory > Item Factory Config`) assigned in the Inspector for prefab-based spawning; falls back to a primitive cube if no prefab is configured.
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**CraftingManager** — recipe key is sorted comma-joined ingredient IDs (`"id1,id2,id3"`). Recipes can be added at runtime via `AddRecipe()`.
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**InventoryUIBuilder** — generates the entire inventory UI programmatically at runtime (Canvas, GridLayoutGroup, Slot components, drag-drop handlers). Assigns `InventoryManager.Instance.slots` and `.hotbarSlots` directly. Do not assign these arrays in the Inspector when using this builder.
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**InventorySetup** — convenience MonoBehaviour; add to a "GameManager" object to auto-create all managers and UI on scene start. Has an Editor button in the Inspector. Skips creation if `InventoryManager` already exists.
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### Scene Setup
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`Assets/Scenes/SampleScene.unity` is the only scene. Typical hierarchy:
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- `GameManager` with `InventorySetup` (or manually placed `InventoryManager` + `InventoryUIBuilder`)
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- Player with `charecter.cs` + `CharacterController` + Animator + head bone reference
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### Meta Files
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Unity requires .meta files for all assets - always commit them alongside their assets.
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Unity requires `.meta` files for all assets — always commit them alongside their assets.
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