using UnityEngine; [DisallowMultipleComponent] [RequireComponent(typeof(Collider))] public sealed class FurnaceScrapReceiver : MonoBehaviour { [SerializeField] private FurnaceController furnace; private void Reset() { furnace = GetComponentInParent(); Collider receiverCollider = GetComponent(); receiverCollider.isTrigger = true; } private void Awake() { if (furnace == null) furnace = GetComponentInParent(); } private void OnTriggerEnter(Collider other) { if (furnace == null || !furnace.IsServer || !furnace.IsSpawned) return; FurnaceMetalSource source = other.GetComponentInParent(); if (source != null) furnace.TryConsumeMetalSource(source); } }