2026-08-10 14:57:50 +01:00
|
|
|
using System.Collections;
|
|
|
|
|
using System.Collections.Generic;
|
|
|
|
|
using UnityEngine;
|
|
|
|
|
|
Fire control Cut 4, part 2: the last five weapon kinds join FireControl
Deletes the last live Physics.* hit queries and every remaining SendHit/
SendSplash call in Assets/Scripts/Gameplay/Weapons: ConstantLaser's
RaycastAll, ConstantLightning's SphereCastAll, ConstantParticleWeapon's
trigger-collider plumbing, HitscanEffect's RaycastAll, and Mine's blast
OverlapSphere. Each becomes presentation only, the same convention Cut 3
gave Projectile/GuidedProjectile/Laser/Lightning: ConstantLaser/
ConstantLightning/HitscanEffect draw to TargetTransform (or out to Range with
no target); ConstantParticleWeapon keeps only its visual emission.
ConstantWeapon.Execute (previous commit) already rolled the damage before any
of these ever draw.
Mine keeps its proximity-arming OverlapSphere (Q7: contact detection, not hit
detection) but Explode() now calls FireControl.Splash instead of walking
colliders and calling SendSplash itself.
HullCollider.Hit/Splash/SendHit/SendSplash and their event-arg classes are
deleted outright -- their last callers are gone. HullCollider is now purely a
physics surface for ship-on-ship collision impulse; no Physics.* query
decides damage anywhere in Assets/Scripts/Gameplay/Weapons except Mine's own
named exception.
Every manager (ConstantLaserManager, ConstantLightningManager,
ConstantParticleWeaponManager, HitscanManager) is updated to match: no more
Damage/Penetration/Spread/DamageType plumbing into a presentation component
that no longer decides anything with it, and HitscanManager now passes
ShotId and TargetTransform the way LaserManager already does.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 15:17:17 +02:00
|
|
|
// Cut 4 (docs/fire-control-cut.md): the raycast, shield branch and SendHit are deleted -- FireControl already
|
|
|
|
|
// rolls this weapon's damage once per GameplaySettings.BeamResolveInterval (ConstantWeapon.Execute) before
|
|
|
|
|
// this beam is ever drawn (R8). What is left is pure endpoint presentation, the same convention Laser.cs
|
|
|
|
|
// (Cut 3) uses for a discrete shot: draw to the target's current position, or out to Range with no target.
|
2026-08-10 14:57:50 +01:00
|
|
|
public class ConstantLaser : MonoBehaviour
|
|
|
|
|
{
|
|
|
|
|
public AnimationCurve StartCurve;
|
|
|
|
|
public AnimationCurve EndCurve;
|
|
|
|
|
public AnimationCurve IntensityCurve;
|
|
|
|
|
public float WidthMultiplier = 1;
|
|
|
|
|
public float StartDuration;
|
|
|
|
|
public float FadeDuration;
|
|
|
|
|
public float CycleDuration;
|
|
|
|
|
public LineRenderer LineRenderer;
|
Fire control Cut 4, part 2: the last five weapon kinds join FireControl
Deletes the last live Physics.* hit queries and every remaining SendHit/
SendSplash call in Assets/Scripts/Gameplay/Weapons: ConstantLaser's
RaycastAll, ConstantLightning's SphereCastAll, ConstantParticleWeapon's
trigger-collider plumbing, HitscanEffect's RaycastAll, and Mine's blast
OverlapSphere. Each becomes presentation only, the same convention Cut 3
gave Projectile/GuidedProjectile/Laser/Lightning: ConstantLaser/
ConstantLightning/HitscanEffect draw to TargetTransform (or out to Range with
no target); ConstantParticleWeapon keeps only its visual emission.
ConstantWeapon.Execute (previous commit) already rolled the damage before any
of these ever draw.
Mine keeps its proximity-arming OverlapSphere (Q7: contact detection, not hit
detection) but Explode() now calls FireControl.Splash instead of walking
colliders and calling SendSplash itself.
HullCollider.Hit/Splash/SendHit/SendSplash and their event-arg classes are
deleted outright -- their last callers are gone. HullCollider is now purely a
physics surface for ship-on-ship collision impulse; no Physics.* query
decides damage anywhere in Assets/Scripts/Gameplay/Weapons except Mine's own
named exception.
Every manager (ConstantLaserManager, ConstantLightningManager,
ConstantParticleWeaponManager, HitscanManager) is updated to match: no more
Damage/Penetration/Spread/DamageType plumbing into a presentation component
that no longer decides anything with it, and HitscanManager now passes
ShotId and TargetTransform the way LaserManager already does.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 15:17:17 +02:00
|
|
|
|
2026-08-10 14:57:50 +01:00
|
|
|
public Entity SourceEntity { get; set; }
|
|
|
|
|
public float Range { get; set; }
|
Fire control Cut 4, part 2: the last five weapon kinds join FireControl
Deletes the last live Physics.* hit queries and every remaining SendHit/
SendSplash call in Assets/Scripts/Gameplay/Weapons: ConstantLaser's
RaycastAll, ConstantLightning's SphereCastAll, ConstantParticleWeapon's
trigger-collider plumbing, HitscanEffect's RaycastAll, and Mine's blast
OverlapSphere. Each becomes presentation only, the same convention Cut 3
gave Projectile/GuidedProjectile/Laser/Lightning: ConstantLaser/
ConstantLightning/HitscanEffect draw to TargetTransform (or out to Range with
no target); ConstantParticleWeapon keeps only its visual emission.
ConstantWeapon.Execute (previous commit) already rolled the damage before any
of these ever draw.
Mine keeps its proximity-arming OverlapSphere (Q7: contact detection, not hit
detection) but Explode() now calls FireControl.Splash instead of walking
colliders and calling SendSplash itself.
HullCollider.Hit/Splash/SendHit/SendSplash and their event-arg classes are
deleted outright -- their last callers are gone. HullCollider is now purely a
physics surface for ship-on-ship collision impulse; no Physics.* query
decides damage anywhere in Assets/Scripts/Gameplay/Weapons except Mine's own
named exception.
Every manager (ConstantLaserManager, ConstantLightningManager,
ConstantParticleWeaponManager, HitscanManager) is updated to match: no more
Damage/Penetration/Spread/DamageType plumbing into a presentation component
that no longer decides anything with it, and HitscanManager now passes
ShotId and TargetTransform the way LaserManager already does.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 15:17:17 +02:00
|
|
|
public Transform TargetTransform { get; set; }
|
2026-08-10 14:57:50 +01:00
|
|
|
|
|
|
|
|
private float _intensity;
|
|
|
|
|
private float _stopIntensity;
|
|
|
|
|
private bool _starting;
|
|
|
|
|
private bool _stopping;
|
|
|
|
|
private float _startTime;
|
|
|
|
|
private float _cycleStartTime;
|
|
|
|
|
private readonly Vector3[] _zeros = {Vector3.zero, Vector3.zero};
|
|
|
|
|
|
|
|
|
|
private void OnEnable()
|
|
|
|
|
{
|
|
|
|
|
_stopping = false;
|
|
|
|
|
_starting = true;
|
|
|
|
|
_startTime = Time.time;
|
|
|
|
|
LineRenderer.SetPositions(_zeros);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private void Update()
|
|
|
|
|
{
|
|
|
|
|
if (_stopping)
|
|
|
|
|
{
|
|
|
|
|
var lerp = (Time.time - _startTime) / FadeDuration;
|
|
|
|
|
LineRenderer.widthMultiplier = EndCurve.Evaluate(lerp) * _stopIntensity * WidthMultiplier;
|
|
|
|
|
|
|
|
|
|
if (lerp > 1)
|
|
|
|
|
{
|
|
|
|
|
GetComponent<Prototype>().ReturnToPool();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
var lerp = (Time.time - _startTime) / StartDuration;
|
|
|
|
|
if (lerp > 1)
|
|
|
|
|
{
|
|
|
|
|
if (_starting)
|
|
|
|
|
{
|
|
|
|
|
_starting = false;
|
|
|
|
|
_cycleStartTime = Time.time;
|
|
|
|
|
}
|
|
|
|
|
_intensity = IntensityCurve.Evaluate((Time.time - _cycleStartTime) / CycleDuration % CycleDuration);
|
|
|
|
|
LineRenderer.widthMultiplier = _intensity * WidthMultiplier;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
LineRenderer.widthMultiplier = StartCurve.Evaluate(lerp) * WidthMultiplier;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
LineRenderer.SetPosition(0, transform.position);
|
Fire control Cut 4, part 2: the last five weapon kinds join FireControl
Deletes the last live Physics.* hit queries and every remaining SendHit/
SendSplash call in Assets/Scripts/Gameplay/Weapons: ConstantLaser's
RaycastAll, ConstantLightning's SphereCastAll, ConstantParticleWeapon's
trigger-collider plumbing, HitscanEffect's RaycastAll, and Mine's blast
OverlapSphere. Each becomes presentation only, the same convention Cut 3
gave Projectile/GuidedProjectile/Laser/Lightning: ConstantLaser/
ConstantLightning/HitscanEffect draw to TargetTransform (or out to Range with
no target); ConstantParticleWeapon keeps only its visual emission.
ConstantWeapon.Execute (previous commit) already rolled the damage before any
of these ever draw.
Mine keeps its proximity-arming OverlapSphere (Q7: contact detection, not hit
detection) but Explode() now calls FireControl.Splash instead of walking
colliders and calling SendSplash itself.
HullCollider.Hit/Splash/SendHit/SendSplash and their event-arg classes are
deleted outright -- their last callers are gone. HullCollider is now purely a
physics surface for ship-on-ship collision impulse; no Physics.* query
decides damage anywhere in Assets/Scripts/Gameplay/Weapons except Mine's own
named exception.
Every manager (ConstantLaserManager, ConstantLightningManager,
ConstantParticleWeaponManager, HitscanManager) is updated to match: no more
Damage/Penetration/Spread/DamageType plumbing into a presentation component
that no longer decides anything with it, and HitscanManager now passes
ShotId and TargetTransform the way LaserManager already does.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 15:17:17 +02:00
|
|
|
LineRenderer.SetPosition(1, TargetTransform != null
|
|
|
|
|
? TargetTransform.position
|
|
|
|
|
: transform.position + transform.forward * Range);
|
2026-08-10 14:57:50 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void Stop()
|
|
|
|
|
{
|
|
|
|
|
_stopping = true;
|
|
|
|
|
_stopIntensity = _intensity;
|
|
|
|
|
_startTime = Time.time;
|
|
|
|
|
}
|
|
|
|
|
}
|