contact-hud: the HUD reads the player's own ContactOf and book; TargetedBy and the spotted blink go
Selection is nothing the selected ship can sense: TargetedBy, TargetedByCount, their subscriptions and the music read of them are deleted. Indicator fills, the target panel, the compass, music and the enemy schematic rows now read CurrentEntity's ContactOf / RevealsOf / RevealedSubjects (new, the book's keys); the schematic rows are built by one builder from the book and rebuilt when the revealed set changes. Impact hull effect and projectile hit effects at another ship's position draw only through ActionGameManager.DrawsAt (the player's own ship or a Tracked contact). Builds untested in Unity at this commit; tests NothingReadsSelection and RevealedSubjectsListsTheBook. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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10 changed files with 149 additions and 57 deletions
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@ -571,8 +571,7 @@ public class ZoneRenderer : MonoBehaviour
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var distance = length(difference);
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entityInstance.CompassIcon.gameObject.SetActive(
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PerspectiveEntity.EntityInfoGathered.ContainsKey(entityInstance.Entity) &&
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PerspectiveEntity.EntityInfoGathered[entityInstance.Entity] > Settings.GameplaySettings.TargetDetectionInfoThreshold &&
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PerspectiveEntity.ContactOf(entityInstance.Entity).Tracked &&
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distance > _minimapDistance);
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entityInstance.CompassIcon.transform.rotation = Quaternion.Euler(0, 0, Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg - 90);
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}
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