Initial commit

This commit is contained in:
HussienX72u
2026-07-21 08:56:10 +03:00
commit 4017028111
9410 changed files with 2150500 additions and 0 deletions
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folderAsset: yes
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using UnityEditor;
using UnityEngine;
namespace FolderIcons
{
/// <summary>
/// Contains all constant data, values and colours FolderIcon requires
/// </summary>
internal static class FolderIconConstants
{
public static readonly string ASSET_DEFAULT_PATH = Application.dataPath;
// Settings
public const string FOLDER_TEXTURE_PATH = "Assets/ColouredFolders/Folders";
public const string ICONS_TEXTURE_PATH = "Assets/ColouredFolders/Icons";
public const string PREF_FOLDER = "FolderPlus_ShowCustomFolders";
public const string PREF_OVERLAY = "FolderPlus_ShowCustomIcons";
// GUI
public const float MAX_TREE_WIDTH = 118f;
public const float MAX_PROJECT_WIDTH = 96f;
public const float MAX_TREE_HEIGHT = 16f;
public const float MAX_PROJECT_HEIGHT = 110f;
// Colours
public static readonly Color SelectedColor = new Color (0.235f, 0.360f, 0.580f);
public static Color BackgroundColour = EditorGUIUtility.isProSkin
? new Color32 (51, 51, 51, 255)
: new Color32 (190, 190, 190, 255);
}
}
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using UnityEngine;
using UnityEditor;
using System.Linq;
namespace FolderIcons
{
/// <summary>
/// GUI Methods for Folder Icons.
/// </summary>
public static class FolderIconGUI
{
/// <summary>
/// Draw the folder preview
/// </summary>
/// <param name="rect">Rect to draw preview</param>
/// <param name="folder">The folder texture</param>
/// <param name="overlay">The overlay texture</param>
public static void DrawFolderPreview(Rect rect, Texture folder, Texture overlay)
{
if (folder == null && overlay == null)
return;
if (folder != null)
GUI.DrawTexture (rect, folder, ScaleMode.ScaleToFit);
//Half size of overlay, and reposition to center
rect.size *= 0.5f;
rect.position += rect.size * 0.5f;
if (overlay != null)
GUI.DrawTexture (rect, overlay, ScaleMode.ScaleToFit);
}
/// <summary>
/// Draw the folder texture and background rect if required
/// </summary>
/// <param name="rect">Folder rect</param>
/// <param name="folder">Folder texture</param>
/// <param name="guid">The guid of the project fodler</param>
public static void DrawFolderTexture(Rect rect, Texture folder, string guid)
{
if (folder == null)
return;
Color rectCol = Selection.assetGUIDs.Contains (guid)
? FolderIconConstants.SelectedColor
: FolderIconConstants.BackgroundColour;
EditorGUI.DrawRect (rect, rectCol);
GUI.DrawTexture (rect, folder, ScaleMode.ScaleAndCrop);
}
/// <summary>
/// Draw the folder overlay texture, given the folder rect
/// </summary>
/// <param name="rect">Original rect of the folder</param>
/// <param name="overlay">Overlay Texture</param>
public static void DrawOverlayTexture(Rect rect, Texture overlay)
{
if (overlay == null)
return;
rect.size *= 0.5f;
rect.position += rect.size * 0.5f;
GUI.DrawTexture (rect, overlay);
}
/// <summary>
/// Check if the current rect is the side view of folders
/// </summary>
/// <param name="rect">Current rect</param>
public static bool IsSideView(Rect rect)
{
return rect.x == 44;
}
/// <summary>
/// Check if the current rect is in tree view
/// </summary>
/// <param name="rect">Current rect</param>
public static bool IsTreeView(Rect rect)
{
return rect.width > rect.height;
}
}
}
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@@ -0,0 +1,26 @@
using System;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
namespace FolderIcons
{
[CreateAssetMenu (fileName = "Folder Icon Manager", menuName = "Scriptables/Others/Folder Manager")]
public class FolderIconSettings : ScriptableObject
{
[Serializable]
public class FolderIcon
{
public DefaultAsset folder;
public Texture2D folderIcon;
public Texture2D overlayIcon;
}
//Global Settings
public bool showOverlay = true;
public bool showCustomFolder = true;
public FolderIcon[] icons;
}
}
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@@ -0,0 +1,444 @@
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
using System.IO;
namespace FolderIcons
{
[CustomEditor (typeof (FolderIconSettings))]
internal class FolderIconSettingsEditor : Editor
{
// References
private FolderIconSettings settings;
private SerializedProperty serializedIcons;
// Settings
private bool showCustomFolders;
private bool showCustomOverlay;
private ReorderableList iconList;
// Texture
private Texture2D selectedTexture = null;
private Texture2D previewTexture = null;
private GUIContent previewContent = new GUIContent ();
private RenderTexture previewRender;
private Color replacementColour = Color.gray;
// Texture Save Settings
private string textureName = "New Texture";
private string savePath;
private int heightIndex;
// Sizing
private const float MAX_LABEL_WIDTH = 90f;
private const float MAX_FIELD_WIDTH = 150f;
private const float PROPERTY_HEIGHT = 19f;
private const float PROPERTY_PADDING = 4f;
private const float SETTINGS_PADDING = 1F;
// Styling
private GUIStyle elementStyle;
private GUIStyle propertyStyle;
private GUIStyle previewStyle;
private void OnEnable()
{
if (target == null)
return;
settings = target as FolderIconSettings;
serializedIcons = serializedObject.FindProperty ("icons");
showCustomFolders = settings.showCustomFolder;
showCustomOverlay = settings.showOverlay;
if (iconList == null)
{
iconList = new ReorderableList (serializedObject, serializedIcons)
{
drawHeaderCallback = OnHeaderDraw,
drawElementCallback = OnElementDraw,
drawElementBackgroundCallback = DrawElementBackground,
elementHeightCallback = GetPropertyHeight,
showDefaultBackground = false,
};
}
savePath = Application.dataPath;
if (selectedTexture != null)
UpdatePreview ();
}
private void OnDisable()
{
ClearPreviewData ();
}
public override void OnInspectorGUI()
{
//Create styles
if (previewStyle == null)
{
previewStyle = new GUIStyle (EditorStyles.label)
{
fixedHeight = 64,
//fixedWidth = 64,
//stretchWidth = false,
alignment = TextAnchor.MiddleCenter
};
elementStyle = new GUIStyle (GUI.skin.box)
{
};
}
// Draw Settings
EditorGUILayout.LabelField ("Settings", EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck ();
{
showCustomFolders = EditorGUILayout.ToggleLeft ("Show Folder Textures", showCustomFolders);
showCustomOverlay = EditorGUILayout.ToggleLeft ("Show Overlay Textures", showCustomOverlay);
}
if (EditorGUI.EndChangeCheck ())
{
ApplySettings ();
}
EditorGUILayout.Space (16f);
EditorGUI.BeginChangeCheck ();
iconList.DoLayoutList ();
if (EditorGUI.EndChangeCheck ())
serializedObject.ApplyModifiedProperties ();
DrawTexturePreview ();
EditorGUI.BeginDisabledGroup (previewTexture == null);
{
EditorGUI.BeginChangeCheck ();
{
replacementColour = EditorGUILayout.ColorField (new GUIContent ("Replacement Colour"), replacementColour);
}
if (EditorGUI.EndChangeCheck ())
SetPreviewColour ();
DrawTextureSaving ();
}
EditorGUI.EndDisabledGroup ();
}
private void ApplySettings()
{
FolderIconsReplacer.showFolder = settings.showCustomFolder = showCustomFolders;
FolderIconsReplacer.showOverlay = settings.showOverlay = showCustomOverlay;
}
#region Reorderable Array Draw
private void OnHeaderDraw(Rect rect)
{
rect.y += 5f;
rect.x -= 6f;
rect.width += 12f;
Handles.BeginGUI ();
Handles.DrawSolidRectangleWithOutline (rect,
new Color (0.15f, 0.15f, 0.15f, 1f),
new Color (0.15f, 0.15f, 0.15f, 1f));
Handles.EndGUI ();
EditorGUI.LabelField (rect, "Folders", EditorStyles.boldLabel);
}
private void OnElementDraw( Rect rect, int index, bool isActive, bool isFocused)
{
SerializedProperty property = serializedIcons.GetArrayElementAtIndex (index);
float fullWidth = rect.width;
// Set sizes for correct draw
float originalLabelWidth = EditorGUIUtility.labelWidth;
float rectWidth = MAX_LABEL_WIDTH + MAX_FIELD_WIDTH;
EditorGUIUtility.labelWidth = Mathf.Min(EditorGUIUtility.labelWidth, MAX_LABEL_WIDTH);
rect.width = Mathf.Min(rect.width, rectWidth);
//Draw property and settings in a line
DrawPropertyNoDepth (rect, property);
// ==========================
// Draw Icon Example
// ==========================
rect.x += rect.width;
rect.width = fullWidth - rect.width;
// References
SerializedProperty folderTexture = property.FindPropertyRelative ("folderIcon");
SerializedProperty overlayTexture = property.FindPropertyRelative ("overlayIcon");
SerializedProperty overlayOffset = property.FindPropertyRelative ("overlayOffset");
// Object checks
Object folderObject = folderTexture.objectReferenceValue;
Object overlayObject = overlayTexture.objectReferenceValue;
FolderIconGUI.DrawFolderPreview (rect, folderObject as Texture, overlayObject as Texture);
// Revert width modification
EditorGUIUtility.labelWidth = originalLabelWidth;
}
private void DrawPropertyNoDepth(Rect rect, SerializedProperty property)
{
rect.width++;
Handles.BeginGUI ();
Handles.DrawSolidRectangleWithOutline (rect, Color.clear, new Color (0.15f, 0.15f, 0.15f, 1f));
Handles.EndGUI ();
rect.x++;
rect.width -= 3;
rect.y += PROPERTY_PADDING;
rect.height = PROPERTY_HEIGHT;
SerializedProperty copy = property.Copy ();
bool enterChildren = true;
while(copy.Next(enterChildren))
{
if (SerializedProperty.EqualContents (copy, property.GetEndProperty ()))
break;
EditorGUI.PropertyField (rect, copy, false);
rect.y += PROPERTY_HEIGHT + PROPERTY_PADDING;
enterChildren = false;
}
}
private void DrawElementBackground(Rect rect, int index, bool isActive, bool isFocused)
{
EditorGUI.LabelField (rect, "", elementStyle);
Color fill = (isFocused) ? FolderIconConstants.SelectedColor : Color.clear;
Handles.BeginGUI ();
Handles.DrawSolidRectangleWithOutline (rect, fill, new Color(0.15f, 0.15f, 0.15f, 1f));
Handles.EndGUI ();
}
// ========================
//
// ========================
private int GetPropertyCount(SerializedProperty property)
{
return property.CountInProperty () - 1;
}
private float GetPropertyHeight(SerializedProperty property)
{
if (heightIndex == 0)
heightIndex = property.CountInProperty ();
// return (PROPERTY_HEIGHT + PROPERTY_PADDING) * (heightIndex-1) + PROPERTY_PADDING;
//Property count returning wrong, so just supplying 3 for now
//TODO: Investigate GetPropertyCount and find issue with invalid value
return (PROPERTY_HEIGHT + PROPERTY_PADDING) * (3) + PROPERTY_PADDING;
}
private float GetPropertyHeight(int index)
{
return GetPropertyHeight (serializedIcons.GetArrayElementAtIndex (index));
}
#endregion
#region Texture Preview/Creation
/// <summary>
/// Draw the preview for the texture
/// </summary>
private void DrawTexturePreview()
{
EditorGUILayout.LabelField ("Texture Colour Replacement", EditorStyles.boldLabel);
// Draw selection
EditorGUI.BeginChangeCheck ();
{
// Headers
EditorGUILayout.BeginHorizontal ();
EditorGUILayout.LabelField ("Original Texture");
EditorGUILayout.LabelField ("Modified Texture");
EditorGUILayout.EndHorizontal ();
// Texture -- Preview
EditorGUILayout.BeginHorizontal ();
{
selectedTexture = EditorGUILayout.ObjectField ( selectedTexture, typeof (Texture2D),
false, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true), GUILayout.Width(64f)) as Texture2D;
EditorGUILayout.LabelField (previewContent, previewStyle, GUILayout.Height(64));
}
EditorGUILayout.EndHorizontal ();
}
if (EditorGUI.EndChangeCheck ())
{
if (selectedTexture == null)
{
ClearPreviewData ();
previewTexture = null;
return;
}
UpdatePreview ();
}
EditorGUILayout.Space ();
}
/// <summary>
/// Display settings for saving the modified texture
/// </summary>
private void DrawTextureSaving()
{
EditorGUILayout.LabelField ("Save Created Texture", EditorStyles.boldLabel);
// Texture Name
GUILayout.BeginHorizontal ();
{
textureName = EditorGUILayout.TextField ("Texture Name", textureName);
EditorGUI.BeginDisabledGroup (true);
GUILayout.TextField (".png", GUILayout.Width(40f));
EditorGUI.EndDisabledGroup ();
}
GUILayout.EndHorizontal ();
// Save Path
GUILayout.BeginHorizontal ();
{
savePath = EditorGUILayout.TextField ("Save Path", savePath);
if (GUILayout.Button ("Select", GUILayout.MaxWidth(80f)))
{
savePath = EditorUtility.OpenFolderPanel ("Texture Save Path", "Assets", "");
GUIUtility.ExitGUI ();
}
}
GUILayout.EndHorizontal ();
if (GUILayout.Button ("Save Texture"))
{
string fullPath = $"{savePath}/{textureName}.png";
SaveTextureAsPNG (previewTexture, fullPath);
}
}
/// <summary>
/// Apply colour to preview texture
/// </summary>
private void SetPreviewColour()
{
for (int x = 0; x < previewTexture.width; x++)
{
for (int y = 0; y < previewTexture.height; y++)
{
Color oldCol = previewTexture.GetPixel (x, y);
Color newCol = replacementColour;
newCol.a = oldCol.a;
previewTexture.SetPixel (x, y, newCol);
}
}
previewTexture.Apply ();
}
/// <summary>
/// Save the preview texture at the given path
/// </summary>
/// <param name="texture">The preview texture</param>
/// <param name="path">The path to save the texture at</param>
private void SaveTextureAsPNG(Texture2D texture, string path)
{
if (string.IsNullOrWhiteSpace(path) || !path.Contains("Assets"))
{
Debug.LogWarning ("Cannot save texture to invalid path.");
return;
}
byte[] bytes = texture.EncodeToPNG ();
File.WriteAllBytes (path, bytes);
AssetDatabase.Refresh ();
int localPathIndex = path.IndexOf ("Assets");
path = path.Substring (localPathIndex, path.Length - localPathIndex);
TextureImporter importer = AssetImporter.GetAtPath (path) as TextureImporter;
importer.textureType = TextureImporterType.GUI;
importer.isReadable = true;
AssetDatabase.ImportAsset (path);
AssetDatabase.Refresh ();
//Texture2D textureAsset = AssetDatabase.LoadAssetAtPath<Texture2D> (path);
//textureAsset.alphaIsTransparency = true;
//textureAsset.Apply ();
}
/// <summary>
/// Clear preview render texture
/// </summary>
private void ClearPreviewData()
{
if (previewRender != null)
previewRender.Release ();
}
/// <summary>
/// Update the preview with new texture information
/// </summary>
private void UpdatePreview()
{
ClearPreviewData ();
//No real point having a huge texture so limit the size for efficency sake
int width = Mathf.Min (256, selectedTexture.width);
int height = Mathf.Min (256, selectedTexture.height);
//Create a new render texture and preview
previewRender = new RenderTexture (width, height, 16);
previewTexture = new Texture2D (previewRender.width, previewRender.height)
{
alphaIsTransparency = true
};
previewContent.image = previewTexture;
Graphics.Blit (selectedTexture, previewRender);
// Get pixels from current render texture and apply
previewTexture.ReadPixels (new Rect (0, 0, previewRender.width, previewRender.height), 0, 0);
SetPreviewColour ();
}
#endregion
}
}
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using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEditor.IMGUI.Controls;
using UnityEngine;
namespace FolderIcons
{
[InitializeOnLoad]
internal static class FolderIconsReplacer
{
// References
private static Object[] allFolderIcons;
private static FolderIconSettings folderIcons;
public static bool showFolder;
public static bool showOverlay;
private static readonly Color selectedColor = new Color (60f/255f, 92f/255f, 148f/255f);
static FolderIconsReplacer()
{
CheckPreferences ();
EditorApplication.projectWindowItemOnGUI -= ReplaceFolders;
EditorApplication.projectWindowItemOnGUI += ReplaceFolders;
}
private static void ReplaceFolders(string guid, Rect selectionRect)
{
// Does the folder asset exist at all?
if (allFolderIcons == null)
allFolderIcons = GetAllInstances<FolderIconSettings> ();
if (folderIcons == null)
{
if (allFolderIcons.Length > 0)
folderIcons = allFolderIcons[0] as FolderIconSettings;
}
if (folderIcons == null)
return;
if (!folderIcons.showCustomFolder && !folderIcons.showOverlay)
return;
string path = AssetDatabase.GUIDToAssetPath (guid);
Object folderAsset = AssetDatabase.LoadAssetAtPath (path, typeof (DefaultAsset));
if (folderAsset == null)
return;
for (int i = 0; i < folderIcons.icons.Length; i++)
{
var icon = folderIcons.icons[i];
if (icon.folder != folderAsset)
continue;
DrawTextures (selectionRect, icon, folderAsset, guid);
}
}
private static void DrawTextures(Rect rect, FolderIconSettings.FolderIcon icon, Object folderAsset, string guid)
{
bool isTreeView = rect.width > rect.height;
bool isSideView = FolderIconGUI.IsSideView (rect);
// Vertical Folder View
if (isTreeView)
{
rect.width = rect.height = FolderIconConstants.MAX_TREE_HEIGHT;
//Add small offset for correct placement
if (!isSideView)
rect.x += 3f;
}
else
{
rect.height -= 14f;
}
if (showFolder && icon.folderIcon)
FolderIconGUI.DrawFolderTexture (rect, icon.folderIcon, guid);
if (showOverlay && icon.overlayIcon)
FolderIconGUI.DrawOverlayTexture (rect, icon.overlayIcon);
}
#region Initialize
private static void CheckPreferences()
{
string prefFolder = FolderIconConstants.FOLDER_TEXTURE_PATH;
string prefIcon = FolderIconConstants.ICONS_TEXTURE_PATH;
if (!EditorPrefs.HasKey (prefFolder))
EditorPrefs.SetBool (prefFolder, true);
if (!EditorPrefs.HasKey (prefIcon))
EditorPrefs.SetBool (prefIcon, true);
showFolder = EditorPrefs.GetBool (prefFolder);
showOverlay = EditorPrefs.GetBool (prefIcon);
}
private static bool FindOrCreateFolder(string path, string folderCreateName)
{
if (AssetDatabase.IsValidFolder (path))
return true;
string parentFolder = path.Substring (0, path.LastIndexOf ('/'));
return AssetDatabase.CreateFolder(parentFolder, folderCreateName) != "";
}
private static T[] GetAllInstances<T>() where T : Object
{
string[] guids = AssetDatabase.FindAssets ("t:" + typeof (T).Name);
T[] instances = new T[guids.Length];
//probably could get optimized
for (int i = 0; i < guids.Length; i++)
{
string path = AssetDatabase.GUIDToAssetPath (guids[i]);
instances[i] = AssetDatabase.LoadAssetAtPath<T> (path);
}
return instances;
}
#endregion
}
}
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# Socket Snapping System — Full Code Review
## Pipeline Overview
```
Every frame (GhostManagerV2.Update)
│
├─► SnapSystem.UpdateSockets(surfacePoint, ghostRoot)
│ Physics.OverlapSphere → find SocketPoints on nearby blocks
│ → highlight closest one
│
├─► SocketIterator.GetCurrentActiveSocket()
│ → which socket on the GHOST is active (scroll to cycle)
│
├─► GhostManagerV2 feeds both into BlockEditContext (SetFrameState)
│
└─► IGhostMovementStrategy.UpdateMovement(ctx)
FreeMoveStrategy / AxisMoveStrategy reads ctx.TargetSocket + ctx.MySocket
→ snaps ghost position + rotation
On block placement (SocketManagerChecker)
└─► Physics.OverlapSphere per socket → match & mark occupied
```
---
## 🔴 Bugs
### 1. `SocketPoint.Update()` — occupancy derived from a null check (not the flag)
```csharp
private void Update()
{
isOccupied = occupyingObject != null; // ← overwrites SetOccupied/Release every frame
}
```
- `SetOccupied(obj)` correctly sets `isOccupied = true`
- But `Update()` runs **next frame** and re-derives it from the reference
- If `occupyingObject` gets destroyed externally without calling `Release()`, `isOccupied` snaps to `false` silently — ghost can snap to a "taken" socket
- **Worse:** `Release()` sets `isOccupied = false` AND nulls the ref. Correct. But `Update()` then runs again and re-confirms it. This is redundant and fragile.
- **Fix:** Remove `Update()` entirely. `SetOccupied`/`Release` already maintain state correctly.
### 2. `SnapSystem.UpdateSockets` — highlights ALL found sockets as `Compatible` without checking compatibility
```csharp
foreach (SocketPoint socket in root.GetComponentsInChildren<SocketPoint>())
{
if (socket.IsOccupied()) continue;
nearbySockets.Add(socket);
socket.Highlight(HighlightState.Compatible); // ← no compatibility check!
}
```
The ghost's active socket (`mySocket`) is checked for compatibility in `GhostManagerV2` AFTER this runs. But by then the socket is already highlighted green even if it's actually incompatible.
### 3. `SnapSystem` finds closest socket to `surfacePoint`, not to `mySocket`
```csharp
closestSocket = FindClosest(detectionPoint, nearbySockets);
```
`detectionPoint` is the **ray hit on the world surface**, not the ghost's active socket position. For blocks resting on a table, this may select a socket far from the ghost's actual attachment point. Should be closest to `mySocket.transform.position`.
### 4. `SocketManagerChecker.getClosestSocketBy` — skips sockets with the same normal direction
```csharp
if (socketPoint.GetNormal() == otherSocketPoint.GetNormal())
continue;
```
This uses `==` on `Vector3` (epsilon comparison). Two sockets on perfectly parallel faces will silently be skipped even if they are meant to connect. This should compare **dot product < threshold** or be removed entirely.
### 5. `SocketContainer` — two separate lists (`sockets` + `iterativeSockets`) can desync
```csharp
[SerializeField] private List<SocketPoint> sockets = new List<SocketPoint>();
[SerializeField] private List<SocketPoint> iterativeSockets = new List<SocketPoint>();
```
- `RemoveSocket` removes from `sockets` but **not** from `iterativeSockets`
- `GetSocketCount()` returns `sockets.Count` but iteration uses `iterativeSockets.Count`
- An index-out-of-bounds crash is possible if they differ
### 6. `SnapSystem` — `GetComponentsInChildren` called every frame inside `UpdateSockets`
This runs on every nearby block, every frame. It's a GC allocation + tree traversal. With many blocks, this becomes expensive very quickly.
---
## 🟡 Design Issues
### 7. Compatibility check split across two places
- `SnapSystem` ignores compatibility when building `nearbySockets`
- `GhostManagerV2.Update` re-checks compatibility:
```csharp
bool compatible = targetSocket != null && (mySocket == null || targetSocket.CanAccept(mySocket));
```
- `FreeMoveStrategy.TrySocketSnap` checks it **again**
- `AxisMoveStrategy.TrySocketSnap` checks it **again**
The same check runs 3-4× per frame. A single, central filter in `SnapSystem` would be cleaner and faster.
### 8. `CanAccept` has a private overload that the interface `ISocket` exposes publicly
```csharp
private bool CanAccept(ISocket otherSocket) { ... } // private
public bool CanAccept(ISocket otherSocket, bool isJoint = false) { ... } // public via ISocket
```
The private method exists only because the public one calls it when `isJoint == false`. This is confusing. Both should just be one method.
### 9. `SocketContainer.using System.Net.Sockets` — wrong namespace imported
Line 4: `using System.Net.Sockets;` — this is the networking library, not your socket system. It's unused and a potential naming collision source.
### 10. `SnapSystem` uses `col.transform.root` — breaks for nested prefabs
If a block is a child of another GameObject at runtime (e.g., parented to a platform), `root` returns the platform, not the block. All sockets on the platform get searched. Should use the block's own transform, not root.
---
## ✅ What's Working Well
- **`SocketIterator`** — clean, event-driven, no polling. Good.
- **`SnapSystem` deduplication** with `visitedRoots HashSet` — prevents double-counting sockets from multi-collider blocks.
- **`GhostMovementContext` struct** — passed by `ref`, avoids allocation.
- **Type + radius validation** in `SocketPoint.CanAccept` — correct Meccano-style pin/hole matching.
- **Highlight state machine** (`HighlightState` enum) — clean visual feedback separation.
---
## 🚀 Recommended Architecture
The core improvement is: **let `SnapSystem` own the full compatibility pipeline**, so strategies just ask "what's the best snap?" without repeating the check.
```
SnapSystem.UpdateSockets(surfacePoint, ghostRoot, mySocket?)
│
├─ Physics.OverlapSphere (cached collider array, no GC)
├─ For each block root (deduplicated)
│ For each SocketPoint
│ if occupied → skip
│ if mySocket != null && !socket.CanAccept(mySocket) → highlight Incompatible, skip
│ else → add to nearbySockets, highlight Compatible
│
├─ closestSocket = FindClosest(mySocket?.position ?? surfacePoint, nearbySockets)
└─ closestSocket → highlight Active
```
**Key changes:**
1. **Pass `mySocket` into `SnapSystem.UpdateSockets`** → compatibility filtering happens once, centrally
2. **Closest = nearest to `mySocket` position**, not ray hit point
3. **Cache `GetComponentsInChildren` results** using a static `SocketPoint[]` buffer (or scan-on-block-add via events) to avoid per-frame allocations
4. **Remove `SocketPoint.Update()`** — occupancy maintained purely by `SetOccupied`/`Release`
5. **Single list in `SocketContainer`** — or make iterative list a view/subset of the main list, not a separate serialized field
Would you like me to implement these fixes?
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