Retire the Unity mine: Mine, MineManager, the Mine Launcher prefab and ShieldManager's mine branch
Operator ruling mines-back-in-sim-asap: delete now, return as a simulation body. Mesh, materials and BigExplosion stay for the sim-mines presenter. GridObject stays for the pickups until loot-1 r2. Comments in FireControl.Detonate and HullCollider drop the deleted callers. Builds not yet verified at this commit. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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9 changed files with 4 additions and 500 deletions
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@ -2,11 +2,10 @@ using UnityEngine;
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using CultMath.UnityBridge;
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// Cut 4 (docs/fire-control-cut.md): Hit, Splash, SendHit and SendSplash are deleted -- their last callers
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// (ConstantLaser, ConstantLightning, ConstantParticleWeapon, HitscanEffect, Mine) are gone too (see those
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// (ConstantLaser, ConstantLightning, ConstantParticleWeapon, HitscanEffect) are gone too (see those
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// files and FireControl.Detonate, 12.4(b)'s renamed Splash). Nothing decides or applies damage through a Unity
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// collider any more (R8):
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// this component is now purely a physics surface for ship-on-ship collision impulse and Mine's own proximity
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// arming query (Q7), neither of which is hit detection.
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// this component is now purely a physics surface for ship-on-ship collision impulse, not hit detection.
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public class HullCollider : MonoBehaviour
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{
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public Entity Entity { get; set; }
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@ -38,7 +38,6 @@ public class ShieldManager : MonoBehaviour
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if (gridObject)
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{
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var itemPickup = other.collider.GetComponent<ItemPickup>();
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var mine = other.collider.GetComponent<Mine>();
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if (itemPickup)
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{
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if (Entity.CargoBays.Any(c => c.TryStore(itemPickup.Item)))
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Debug.Log("Attempted item pickup, but no space in cargo bay!");
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}
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}
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else if (mine)
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{
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mine.Explode();
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}
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else
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{
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Debug.Log("Shield collision occurred with grid object, but other collider isn't a mine or an item pickup!");
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Debug.Log("Shield collision occurred with grid object, but other collider isn't an item pickup!");
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}
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}
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else
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using CultMath;
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using CultMath.UnityBridge;
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using static CultMath.math;
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using UnityEngine;
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using Random = UnityEngine.Random;
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public class Mine : MonoBehaviour
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{
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public GridObject GridObject;
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public MeshRenderer MeshRenderer;
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public int EmissionSubmesh;
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public AnimationCurve EmissionCurve;
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public float ActiveCycleDuration;
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public float ArmedCycleDuration;
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public float ActiveEmission;
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public float ArmedEmission;
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public Prototype HitEffect;
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public float Lifetime;
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|
||||
public float ActivationDelay;
|
||||
public float BlastRange;
|
||||
public float BlastDelay;
|
||||
|
||||
private float _startTime;
|
||||
private float _blastTime;
|
||||
private bool _blastCountdown;
|
||||
private bool _active;
|
||||
private Material _material;
|
||||
private float _pulseLerp;
|
||||
private float _emission;
|
||||
public float Damage { get; set; }
|
||||
public DamageType DamageType { get; set; }
|
||||
public EntityInstance Source { get; set; }
|
||||
public float Range { get; set; }
|
||||
|
||||
private void Start()
|
||||
{
|
||||
_material = MeshRenderer.materials[EmissionSubmesh];
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
_startTime = Time.time;
|
||||
_blastCountdown = false;
|
||||
_active = false;
|
||||
_emission = 0;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
var position = transform.position;
|
||||
|
||||
if (Time.time - _startTime > ActivationDelay && !_active)
|
||||
{
|
||||
_active = true;
|
||||
}
|
||||
|
||||
if(_active)
|
||||
{
|
||||
_emission = lerp(_emission, _blastCountdown ? ArmedEmission : ActiveEmission, Time.deltaTime * 10);
|
||||
_pulseLerp += Time.deltaTime / (_blastCountdown ? ArmedCycleDuration : ActiveCycleDuration);
|
||||
_pulseLerp %= 1;
|
||||
if(!_blastCountdown)
|
||||
{
|
||||
foreach (var collider in Physics.OverlapSphere(position, BlastRange, 1))
|
||||
{
|
||||
var hull = collider.GetComponent<HullCollider>();
|
||||
if (hull)
|
||||
{
|
||||
_blastCountdown = true;
|
||||
_blastTime = Time.time + BlastDelay;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ((position - Source.transform.position).magnitude > Range ||
|
||||
Time.time - _startTime > Lifetime ||
|
||||
_blastCountdown && Time.time > _blastTime)
|
||||
{
|
||||
Explode();
|
||||
}
|
||||
}
|
||||
_material.SetFloat("_Emission", _emission * EmissionCurve.Evaluate(_pulseLerp));
|
||||
}
|
||||
|
||||
// Cut 4 (docs/fire-control-cut.md, Q7): the arming OverlapSphere above stays -- that is contact detection,
|
||||
// not hit detection. Blast damage is not: it goes through the same FireControl.Detonate every blast-shaped
|
||||
// weapon uses now (12.4(b) renamed Splash), over the zone's own planar entities, not a Unity collider
|
||||
// query. Presentation (ShowHit) goes with the query it depended on -- nothing here decides who was hit any
|
||||
// more, so nothing here can point a hit effect at them; a future pass can rebuild that off
|
||||
// FireControl-published state if the mine ever ships (R9 keeps it regardless). F12-6: BlastRange stays a
|
||||
// presentation-side input -- Mine has no catalog weapon record carrying Fuse/BlastRadius.
|
||||
public void Explode()
|
||||
{
|
||||
var position = transform.position;
|
||||
FireControl.Detonate(Source.Entity.Zone, position.ToCultMath().xz, BlastRange, Damage, DamageType);
|
||||
|
||||
var ht = HitEffect.Instantiate<Transform>();
|
||||
ht.position = position;
|
||||
GetComponent<Prototype>().ReturnToPool();
|
||||
}
|
||||
}
|
||||
|
|
@ -1,3 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f190191fe8c8419f85767868c50cde5f
|
||||
timeCreated: 1612545564
|
||||
|
|
@ -1,34 +0,0 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using CultMath;
|
||||
using static CultMath.math;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
public class MineManager : InstantWeaponEffectManager
|
||||
{
|
||||
public Prototype ProjectilePrototype;
|
||||
public bool InheritVelocity;
|
||||
|
||||
public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target, int shotId)
|
||||
{
|
||||
var p = ProjectilePrototype.Instantiate<Mine>();
|
||||
var hp = item.Hardpoint;
|
||||
var barrel = source.GetBarrel(hp);
|
||||
var angle = weapon.Spread / 2;
|
||||
p.Source = source;
|
||||
p.transform.position = barrel.position;
|
||||
p.GridObject.Velocity = Quaternion.Euler(
|
||||
Random.Range(-angle, angle),
|
||||
Random.Range(-angle, angle),
|
||||
Random.Range(-angle, angle)) *
|
||||
barrel.forward *
|
||||
weapon.Velocity;
|
||||
if(InheritVelocity)
|
||||
p.GridObject.Velocity += new Vector3(source.Entity.Velocity.x, 0, source.Entity.Velocity.y);
|
||||
p.Damage = weapon.Damage;
|
||||
p.Range = weapon.Range;
|
||||
p.DamageType = weapon.WeaponData.DamageType;
|
||||
p.GridObject.Zone = source.Entity.Zone;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,3 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 6e048d9c74a84343befd496907ee2126
|
||||
timeCreated: 1612545538
|
||||
|
|
@ -1322,8 +1322,7 @@ public static class FireControl
|
|||
|
||||
// Cut 12.4(b) (docs/fire-control-cut.md, "Area, per entity"): the one owner of blast damage -- a blast is
|
||||
// an area, not a bundle of rays (Q12-7 dissolved the ray model's remainder question along with the rays
|
||||
// themselves). Splash's signature with the point made planar (R7). Callers: Apply's three fuse branches and
|
||||
// Mine.Explode. Nothing draws: every candidate entity in radius takes its share, unconditionally.
|
||||
// themselves). Splash's signature with the point made planar (R7). Callers: Apply's three fuse branches. Nothing draws: every candidate entity in radius takes its share, unconditionally.
|
||||
//
|
||||
// For each candidate (an entity whose centre lies within radius plus half its own hull diagonal --
|
||||
// CandidatesIncludeHullsWhoseCentreIsOutsideTheRadius, which Splash's centre-distance cull could not pass):
|
||||
|
|
|
|||
Loading…
Reference in a new issue