Present landed impacts: shield ripple, hull reaction and camera kick through one ImpactPresenter
ImpactPresenter (bound on every EntityInstance by SetEntity through the one CapabilityPresentationBinder) renders feedback-1's absorbs: Feedback.Cue decides intensity and shake, DrawAhead.Carried the drawn point; a hull absorb spawns ImpactFeedback's pooled effect under the instance, and a cue with shake raises a Cinemachine impulse. ShieldManager ripples on a Shield-layer absorb. MainMenu gains a Screen Shake slider that persists on Back. Editor: WireImpactFeedback (scene wiring, scene diff in the next commit) and ImpactPresenterSmoke. Unity batchmode compile 0 error CS; ImpactPresenterSmoke exit 0. The scene is not yet wired in this commit. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
parent
789fe9fcdc
commit
97d94ecfae
11 changed files with 310 additions and 1 deletions
134
Assets/Scripts/Editor/ImpactPresenterSmoke.cs
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134
Assets/Scripts/Editor/ImpactPresenterSmoke.cs
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using System;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using GameCult.Caching;
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using UnityEditor;
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using UnityEngine;
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using static CultMath.math;
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// Batch proof of ImpactPresenter's wiring, without a scene: a zone ship is bound to an EntityInstance through the game's
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// own SetEntity, and impacts are published on the ship's Capabilities exactly as FireControl does. A hull absorb spawns
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// one hull effect under the instance and, for the player's ship at ScreenShake 1, raises one camera impulse; ScreenShake 0
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// or another ship raises none; a shield absorb spawns no hull effect. The shield ripple itself (ShieldManager.ShowHit
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// needs a shield material and a rig) is looked at in the editor, not here.
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//
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// Unity -batchmode -nographics -projectPath <project> -executeMethod ImpactPresenterSmoke.Run -logFile <log>
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//
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// Do not pass -quit: Run exits the Editor itself, 0 on success and 1 on any failure.
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public static class ImpactPresenterSmoke
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{
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private const BindingFlags Any = BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic;
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public static void Run()
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{
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var work = Path.Combine(Path.GetTempPath(), $"impact-presenter-smoke-{Guid.NewGuid():N}");
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GameObject[] objects = null;
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try
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{
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Directory.CreateDirectory(work);
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objects = Check(work);
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Clean(objects, work);
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EditorApplication.Exit(0);
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}
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catch (Exception exception)
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{
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Debug.LogException(exception);
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Clean(objects, work);
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EditorApplication.Exit(1);
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}
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}
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// Edit mode runs no Awake or Start; the smoke runs the ones the game's scene would have.
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private static void Awaken(Component component) => component.GetType().GetMethod("Awake", Any)?.Invoke(component, null);
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private static GameObject[] Check(string work)
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{
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var settings = AssetDatabase.LoadAssetAtPath<GameSettings>("Assets/Resources/Settings.asset")?.GameplaySettings
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?? throw new InvalidOperationException("No Settings.asset.");
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var shape = new Shape(5, 4);
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foreach (var cell in shape.AllCoordinates) shape[cell] = true;
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var hullData = new HullData
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{
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Name = "Smoke Hull", HullType = HullType.Ship, Shape = shape, Durability = 1000, Mass = 1000, Armor = 0
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};
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var cache = AetheriaStores.Open(Path.Combine(work, "smoke.cc"), catalogWritable: true);
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cache.Upsert(new VerseGrammar { Revision = 1 });
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cache.Upsert(hullData);
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cache.FlushAsync().Wait();
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var ledger = new ProvenanceLedger();
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for (var i = 1; i <= 8; i++) ledger.Lots[i] = new Lot { Origin = new Attributed(), Quality = 1 };
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var items = new ItemManager(cache, ledger, settings, _ => { });
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var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Smoke", Owner = null }, null);
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var hullRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("Smoke Hull"));
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var ship = new Ship(items, zone, new EquippableItem { Data = hullRef, Durability = 1000, Lot = 1 }, new EntitySettings());
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var other = new Ship(items, zone, new EquippableItem { Data = hullRef, Durability = 1000, Lot = 2 }, new EntitySettings());
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zone.Entities.Add(ship);
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zone.Entities.Add(other);
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ship.Activate();
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other.Activate();
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// The scene's side: the tuning object with a pooled effect, and the game manager that names the player's ship.
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var feedbackObject = new GameObject("Smoke Impact Feedback");
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var feedback = feedbackObject.AddComponent<ImpactFeedback>();
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Awaken(feedback);
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var effectObject = new GameObject("Smoke Hull Effect");
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feedback.HullEffect = effectObject.AddComponent<Prototype>();
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var managerObject = new GameObject("Smoke Game Manager");
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var manager = managerObject.AddComponent<ActionGameManager>();
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typeof(ActionGameManager).GetProperty("Instance", Any).SetValue(null, manager);
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manager.CurrentEntity = ship;
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var instanceObject = new GameObject("Smoke Entity Instance");
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var instance = instanceObject.AddComponent<EntityInstance>();
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Awaken(instance);
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instance.HullColliders = new HullCollider[0];
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instance.RadiatorHardpoints = new RadiatorHardpoint[0];
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instance.ThrusterHardpoints = new ThrusterHardpoint[0];
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instance.WeaponHardpoints = new WeaponHardpoint[0];
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instance.ArticulationPoints = new ArticulationPoint[0];
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instance.SetEntity(null, ship);
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int Effects() => instance.GetComponentsInChildren<Prototype>(true).Count(p => p != null && !p.isOriginalPrototype);
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void Expect(string what, int effects, int kicks)
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{
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if (Effects() != effects || feedback.KicksRaised != kicks)
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throw new InvalidOperationException($"{what}: {Effects()} hull effects (want {effects}), {feedback.KicksRaised} impulses (want {kicks}).");
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}
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AbsorbEvent Hit(AbsorbLayer layer) => new AbsorbEvent(float3(1f, 0f, 2f), float3(0f, 0f, 1f), 100f, DamageType.Kinetic, layer);
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ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake = 1f;
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ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull));
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Expect("player's hull hit", 1, 1);
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var effect = instance.GetComponentsInChildren<Prototype>(true).Single(p => !p.isOriginalPrototype);
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var drawn = DrawAhead.Carried(ship, float3(1f, 0f, 2f), ActionGameManager.Clock.Lead);
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if (abs(effect.transform.position.x - drawn.x) > 1e-3f || abs(effect.transform.position.z - drawn.z) > 1e-3f)
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throw new InvalidOperationException("The hull effect is not at the drawn impact point.");
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ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake = 0f;
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ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull));
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Expect("hull hit at ScreenShake 0", 2, 1);
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ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake = 1f;
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manager.CurrentEntity = other;
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ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Hull));
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Expect("hull hit on another ship", 3, 1);
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manager.CurrentEntity = ship;
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ship.Capabilities.PublishAbsorb(Hit(AbsorbLayer.Shield));
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Expect("player's shield hit", 3, 2);
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Debug.Log("IMPACT_PRESENTER_SMOKE ok effects=3 impulses=2");
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return new[] { feedbackObject, effectObject, managerObject, instanceObject };
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}
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private static void Clean(GameObject[] objects, string work)
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{
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if (objects != null)
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foreach (var go in objects)
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if (go != null) UnityEngine.Object.DestroyImmediate(go);
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try { if (Directory.Exists(work)) Directory.Delete(work, true); }
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catch (Exception error) { Debug.LogWarning($"Impact presenter smoke left {work}: {error.Message}"); }
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}
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}
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2
Assets/Scripts/Editor/ImpactPresenterSmoke.cs.meta
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2
Assets/Scripts/Editor/ImpactPresenterSmoke.cs.meta
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fileFormatVersion: 2
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guid: b1b27e4493b2cfe48805c786a5090cd3
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61
Assets/Scripts/Editor/WireImpactFeedback.cs
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61
Assets/Scripts/Editor/WireImpactFeedback.cs
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using System;
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using Cinemachine;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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// Adds the impact-feedback tuning object to ARPG.unity and the impulse listener to its follow camera, then saves the
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// scene. Idempotent: a scene that already has them is left as it is.
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//
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// Unity -batchmode -projectPath <project> -executeMethod WireImpactFeedback.Run -logFile <log>
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//
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// Do not pass -quit: Run exits the Editor itself, 0 on success and 1 on any failure. The menu item runs the same wiring.
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public static class WireImpactFeedback
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{
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private const string ScenePath = "Assets/Scenes/ARPG.unity";
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// The weapons' own hit effect (the nested prefab AC5's Projectile uses as HitEffect): no new art.
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private const string HullEffectPath = "Assets/Prefabs/Fire & Explosion Effects/Prefabs/TinyExplosion.prefab";
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[MenuItem("Aetheria/Wire Impact Feedback")]
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public static void Menu() => Wire();
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public static void Run()
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{
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try
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{
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Wire();
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EditorApplication.Exit(0);
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}
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catch (Exception exception)
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{
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Debug.LogException(exception);
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EditorApplication.Exit(1);
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}
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}
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private static void Wire()
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{
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var scene = EditorSceneManager.OpenScene(ScenePath, OpenSceneMode.Single);
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var manager = UnityEngine.Object.FindFirstObjectByType<ActionGameManager>();
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if (manager == null || manager.FollowCamera == null) throw new InvalidOperationException("ARPG.unity has no ActionGameManager with a FollowCamera.");
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if (manager.FollowCamera.GetComponent<CinemachineImpulseListener>() == null)
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manager.FollowCamera.gameObject.AddComponent<CinemachineImpulseListener>();
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if (UnityEngine.Object.FindFirstObjectByType<ImpactFeedback>() == null)
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{
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var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(HullEffectPath);
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if (prefab == null) throw new InvalidOperationException($"No prefab at {HullEffectPath}.");
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var root = new GameObject("Impact Feedback");
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var feedback = root.AddComponent<ImpactFeedback>();
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var effect = (GameObject) PrefabUtility.InstantiatePrefab(prefab, root.transform);
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feedback.HullEffect = effect.GetComponent<Prototype>();
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if (feedback.HullEffect == null) throw new InvalidOperationException("The hull effect prefab has no Prototype.");
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EditorUtility.SetDirty(feedback);
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}
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EditorSceneManager.MarkSceneDirty(scene);
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if (!EditorSceneManager.SaveScene(scene)) throw new InvalidOperationException("The scene did not save.");
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Debug.Log("WIRE_IMPACT_FEEDBACK ok");
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}
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}
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2
Assets/Scripts/Editor/WireImpactFeedback.cs.meta
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2
Assets/Scripts/Editor/WireImpactFeedback.cs.meta
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fileFormatVersion: 2
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guid: 9083abd01a947a847847d2f6fc177153
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@ -167,6 +167,13 @@ public class EntityInstance : MonoBehaviour
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if(Shield)
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Shield.Entity = entity;
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// Landed impacts reach the screen through the entity's one binding: the shield ripple (ShieldManager) and the
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// hull reaction and camera kick (ImpactPresenter) subscribe to the Absorb stream the simulation publishes.
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var impacts = gameObject.GetComponent<ImpactPresenter>() ?? gameObject.AddComponent<ImpactPresenter>();
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impacts.Entity = entity;
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(gameObject.GetComponent<CapabilityPresentationBinder>() ?? gameObject.AddComponent<CapabilityPresentationBinder>())
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.Bind(entity.Capabilities);
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foreach (var hullCollider in HullColliders) hullCollider.Entity = entity;
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foreach (var item in entity.Equipment)
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39
Assets/Scripts/Gameplay/ImpactFeedback.cs
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39
Assets/Scripts/Gameplay/ImpactFeedback.cs
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using Cinemachine;
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using UnityEngine;
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// Presentation tuning for landed impacts (ImpactPresenter reads it, nothing in the simulation does): the hull
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// reaction's effect prefab and size, how strongly a hit's share of the hull reads (Feedback.Cue's intensityScale),
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// and the camera impulse. A scene component, so the scene is where it is tuned; absent in menus and test scenes,
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// where ImpactPresenter does nothing.
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public class ImpactFeedback : MonoBehaviour
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{
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public static ImpactFeedback Instance { get; private set; }
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// A scene instance of a pooled hit effect (Prototype); a hit spawns one under the struck EntityInstance.
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public Prototype HullEffect;
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// Multiplies a hit's share of the receiver's max durability before it saturates to 0..1 (Feedback.Cue).
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public float IntensityScale = 10f;
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// The effect's scale never drops below this, so the lightest hit still reads.
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public float MinEffectScale = .3f;
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public CinemachineImpulseDefinition Impulse = new CinemachineImpulseDefinition();
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// Impulses raised since the scene loaded; the batchmode smoke reads it.
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public int KicksRaised { get; private set; }
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private void Awake() => Instance = this;
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private void OnDestroy()
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{
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if (Instance == this) Instance = null;
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}
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// Raises one camera impulse of the given force, travelling along `direction` from `position`.
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public void Kick(Vector3 position, Vector3 direction, float force)
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{
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KicksRaised++;
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Impulse.CreateEvent(position, direction.normalized * force);
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}
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}
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2
Assets/Scripts/Gameplay/ImpactFeedback.cs.meta
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2
Assets/Scripts/Gameplay/ImpactFeedback.cs.meta
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fileFormatVersion: 2
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guid: bfdc38a81d00b0347bb55ad6469535ff
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47
Assets/Scripts/Gameplay/ImpactPresenter.cs
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47
Assets/Scripts/Gameplay/ImpactPresenter.cs
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using System.Collections.Generic;
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using CultMath.UnityBridge;
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using UnityEngine;
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// How one entity's landed impacts look and feel: the hull reaction at the drawn impact point, and the player's camera
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// kick. The simulation publishes each impact once on the entity's Capabilities (FireControl); Feedback.Cue decides how
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// hard it reads and whether the camera feels it, DrawAhead.Carried decides where it is drawn; this decides nothing.
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// The shield ripple is ShieldManager's. Everything here is display-only and runs in real time.
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public class ImpactPresenter : MonoBehaviour, IAbsorbPresenter
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{
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public Entity Entity;
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private readonly List<Prototype> _live = new List<Prototype>();
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public void Absorb(AbsorbEvent e)
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{
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var feedback = ImpactFeedback.Instance;
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if (feedback == null || Entity == null) return;
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var manager = ActionGameManager.Instance;
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var cue = Feedback.Cue(e, Entity.EquippedHull.Data.Durability,
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manager != null && Entity == manager.CurrentEntity,
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ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake, feedback.IntensityScale);
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var point = DrawAhead.Carried(Entity, cue.Position, ActionGameManager.Clock.Lead).ToUnity();
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if (e.Layer == AbsorbLayer.Hull && feedback.HullEffect != null)
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{
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_live.RemoveAll(live => live == null || !live.gameObject.activeSelf);
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var effect = feedback.HullEffect.Instantiate<Prototype>();
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var size = Mathf.Max(feedback.MinEffectScale, cue.Intensity);
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effect.transform.SetParent(transform, false);
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effect.transform.position = point;
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effect.transform.localScale = Vector3.one * (size / Mathf.Max(transform.lossyScale.x, 1e-3f));
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_live.Add(effect);
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}
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if (cue.Shake > 0f)
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feedback.Kick(point, new Vector3(cue.Direction.x, 0f, cue.Direction.z), cue.Shake);
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}
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// A live effect is a pooled child of this instance; hand it back before the instance takes it down with it.
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private void OnDestroy()
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{
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foreach (var live in _live)
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if (live != null && live.gameObject.activeSelf) live.ReturnToPool();
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}
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}
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2
Assets/Scripts/Gameplay/ImpactPresenter.cs.meta
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2
Assets/Scripts/Gameplay/ImpactPresenter.cs.meta
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fileFormatVersion: 2
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guid: 775c61f785344d54b9f41ad3328cecee
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@ -8,7 +8,7 @@ using static CultMath.math;
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using UniRx;
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using UnityEngine;
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public class ShieldManager : MonoBehaviour
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public class ShieldManager : MonoBehaviour, IAbsorbPresenter
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{
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public Prototype ShieldPrototype;
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public float CollisionHitDuration = 3;
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@ -86,6 +86,14 @@ public class ShieldManager : MonoBehaviour
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}
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}
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// A shot the shield took ripples it where the shot landed, drawn on the hull as it is drawn. The hull layer is
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// ImpactPresenter's.
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public void Absorb(AbsorbEvent e)
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{
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if (e.Layer != AbsorbLayer.Shield || Entity == null || Entity.Shield == null || !Entity.Shield.Item.Active.Value) return;
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ShowHit(DrawAhead.Carried(Entity, e.Position, ActionGameManager.Clock.Lead).ToUnity(), CollisionHitDuration);
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}
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public void ShowHit(Vector3 point, float duration)
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{
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var shield = ShieldPrototype.Instantiate<ShieldAnimation>();
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@ -299,9 +299,14 @@ public class MainMenu : MonoBehaviour
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_nextMenu.panel.AddField("Show Asteroids in Minimap",
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() => ActionGameManager.PlayerSettings.GraphicsSettings.ShowAsteroidsInMinimap,
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b => ActionGameManager.PlayerSettings.GraphicsSettings.ShowAsteroidsInMinimap = b);
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_nextMenu.panel.AddField("Screen Shake",
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() => ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake,
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f => ActionGameManager.PlayerSettings.GraphicsSettings.ScreenShake = f,
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0, 1);
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_nextMenu.panel.AddButton("Back",
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() =>
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{
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ActionGameManager.SavePlayerSettings();
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ShowSettings();
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Fade(false);
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});
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