Ship mounts: delete EquipmentHardpoints and the plan's Equipment list

The array's only reader was the dead SoundBank block in EntityInstance, which
looked up a hardpoint transform and did nothing with it. ShipModPlan.Equipment,
ShipModShips' assignment, the preview check, the FBX builder's HP.Equipment
case and its smoke assertion all fed that one dead reader. An HP.Equipment node
is now refused by the builder as an unknown hardpoint kind.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-03 14:34:05 +02:00
commit 23976aada7
8 changed files with 7 additions and 31 deletions

View file

@ -20,7 +20,6 @@ public class EntityInstance : MonoBehaviour
public ShieldManager Shield;
public HullCollider[] HullColliders;
public Transform[] EquipmentHardpoints;
public RadiatorHardpoint[] RadiatorHardpoints;
public ThrusterHardpoint[] ThrusterHardpoints;
public WeaponHardpoint[] WeaponHardpoints;
@ -241,16 +240,6 @@ public class EntityInstance : MonoBehaviour
_constantWeaponManagers[data].StopFiring(item);
}
}
var hp = Entity.Hardpoints[item.Position.x, item.Position.y];
if (hp != null && item.Data.SoundBank != 0)
{
var hardpointTransform = EquipmentHardpoints.FirstOrDefault(x => x.name == hp.Transform);
if (hardpointTransform != null)
{
var hardpointGameObject = hardpointTransform.gameObject;
}
}
}
RadiatorMeshes = new Dictionary<Radiator, MeshRenderer>();
Barrels = new Dictionary<HardpointData, Transform[]>();