Convert engine types through CultMath.UnityBridge

CultMath has no implicit conversions to or from Vector*, Quaternion or
Color, so Assembly-CSharp converts explicitly with ToCultMath/ToUnity at
each engine boundary: FieldDriver, GuidedProjectile(Manager),
EntityInstance, ActionGameManager, HullCollider, GridObject, ShipInstance,
ShieldManager, ItemPickup, FieldTester, PlaceUIElementWorldspace,
MapMenuInput, MapRenderer, SectorRenderer and ZoneRenderer. CultMath math
calls that were handed Unity vectors now take converted values;
Vector3.Scale in FieldDriver becomes a float3 product, and ItemPickup's
Vector3.Dot on float3s becomes dot. packages-lock.json records the
cultmath git package at f0605367 and demotes com.unity.mathematics to a
transitive dependency.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-09-14 17:47:33 +02:00
commit 2281793154
17 changed files with 86 additions and 63 deletions

View file

@ -5,6 +5,7 @@
using System.Collections;
using System.Collections.Generic;
using CultMath;
using CultMath.UnityBridge;
using UnityEngine;
using UnityEngine.EventSystems;
@ -26,22 +27,22 @@ public class MapMenuInput : MonoBehaviour, IBeginDragHandler, IDragHandler, IScr
public void OnBeginDrag(PointerEventData eventData)
{
_startMousePosition = eventData.position;
_startMapPosition = Map.Position;
_startMapPosition = Map.Position.ToUnity();
}
public void OnDrag(PointerEventData eventData)
{
Map.Position = _startMapPosition - (eventData.position - _startMousePosition) * Map.Scale;
Map.Position = (_startMapPosition - (eventData.position - _startMousePosition) * Map.Scale).ToCultMath();
}
public void OnScroll(PointerEventData eventData)
{
Vector3[] mapCorners = new Vector3[4];
_mapRect.GetWorldCorners(mapCorners);
var mapCenter = ((float3)(mapCorners[2] + mapCorners[0]) / 2).xy;
var oldPointerPosition = Map.Position + ((float2)eventData.position - mapCenter) * Map.Scale;
var mapCenter = ((mapCorners[2] + mapCorners[0]).ToCultMath() / 2).xy;
var oldPointerPosition = Map.Position + (eventData.position.ToCultMath() - mapCenter) * Map.Scale;
Map.Scale *= 1 - eventData.scrollDelta.y * ZoomSpeed;
var pointerPosition = Map.Position + ((float2)eventData.position - mapCenter) * Map.Scale;
var pointerPosition = Map.Position + (eventData.position.ToCultMath() - mapCenter) * Map.Scale;
Map.Position += oldPointerPosition - pointerPosition;
}
}