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using UnityEngine;
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public interface ISocket
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{
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Transform GetTransform();
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SocketType GetSocketType();
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float GetSocketRadius(); // Changed from size to radius for circular holes
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bool IsOccupied();
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GameObject GetOccupyingObject();
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void SetOccupied(GameObject obj);
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void Release();
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bool CanAccept(ISocket otherSocket, bool isJoint = false);
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Vector3 GetNormal(); // Direction the socket faces
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}
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public enum SocketType
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{
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Regular, // Standard connection point (hole in a link)
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JointHost, // Can host a joint block (pivot/axle)
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JointEnd, // End of a joint block that goes into holes
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Universal, // Can act as any type
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ConnectorEnd, // End of a connector block that goes into holes
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ConnectorHost // Can host a connector block (like a link)
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}
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