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>
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11 changed files with 310 additions and 1 deletions
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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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