using UnityEngine; public class ItemData : MonoBehaviour { public string itemID; [Header("Grid Size (Width, Height, Depth)")] public Vector3Int baseFootprint = new Vector3Int(1, 1, 1); // Variables used by InventoryPlacer [HideInInspector] public Vector3Int gridPosition; [HideInInspector] public Vector3Int currentFootprint; [HideInInspector] public int swapState = 0; // Defines how the item rotates logically. // State0: (W, H, D) - default, bulk consumes Y (vertical). // State1: (H, W, D) - swap W<->H, bulk consumes X (horizontal). // State2: (W, D, H) - swap H<->D, bulk consumes Z (depth). // Priority when placing: try State0 first, then State1, then State2 - i.e. prefer vertical, // then horizontal, then depth. public Vector3Int FootprintAtState(int state) { switch (state) { case 0: return baseFootprint; // Normal (W, H, D) - bulk on Y case 1: return new Vector3Int(baseFootprint.y, baseFootprint.x, baseFootprint.z); // Swap Width and Height - bulk on X case 2: return new Vector3Int(baseFootprint.x, baseFootprint.z, baseFootprint.y); // Swap Height and Depth - bulk on Z default: return baseFootprint; } } public void ApplySwapState(int state) { swapState = state; currentFootprint = FootprintAtState(state); } }