using UnityEngine; namespace ProjectM.Client { /// /// Live-tunable knobs + build-safe prefab references for — the Phase 1.5b /// per-room cosmetic dressing scatter. Mirrors the / /// bridge idiom: a MonoBehaviour in the gameplay scene with a static the client /// presentation system reads. Prefab arrays are serialized scene references (never Resources.Load — that is /// build-stripped). Absent config or an empty set = no dressing (the feature is soft-off). /// public sealed class RoomDressingConfig : MonoBehaviour { public static RoomDressingConfig Instance; [Header("Master")] public bool Enabled = true; [Min(0)] public int CountPerRoom = 26; [Min(0.1f)] public float ScaleMin = 0.85f; [Min(0.1f)] public float ScaleMax = 1.35f; [Header("Per-biome cosmetic prop sets (RoomBiomeId: Meadow/Arid/Cavern/Blight)")] public GameObject[] Meadow; public GameObject[] Arid; public GameObject[] Cavern; public GameObject[] Blight; void OnEnable() { Instance = this; } void OnDisable() { if (Instance == this) Instance = null; } [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] static void ResetStatics() { Instance = null; } } }