Layers: one owner puts orbitals above the ship plane and floaters below; per-hull GridOffset is deleted
GameplaySettings carries ShipLayerHeight 3, OrbitalLayerHeight 15, FloaterLayerHeight 0 (authored in Settings.asset). Entity.LayerHeight (Ship, OrbitalEntity) is the one offset RideHeight adds; DrawAhead.FloaterHeight is the floater height ItemPickup and MineInstance draw at. HullData.GridOffset (Key 26) and the pickup/mine/prefab GridOffset fields are gone with every reader. Fixtures (DrawnPose, FireControl*, ImpactFeedback) take heights from the layer owner; LayerTests pin each kind's layer. FloatingItemsDrawnSmoke follows. ItemPickup/MineInstance.Bind take the settings from ZoneRenderer. Builds as one commit with its tests; not compile-verified until the cut's head run. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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23 changed files with 205 additions and 51 deletions
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@ -90,6 +90,8 @@ public static class FloatingItemsDrawnSmoke
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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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// A floater rides its own layer: a nonzero one (never saved back to the asset), so a presenter that drops it fails.
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settings.FloaterLayerHeight = -1.5f;
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// The wiring: the scene's ZoneRenderer names an ItemPickup prefab in each of the four fields, and none of those
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// prefabs keeps a script that no longer exists.
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@ -159,7 +161,7 @@ public static class FloatingItemsDrawnSmoke
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{
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var lead = ActionGameManager.Clock.Lead;
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var at = DrawAhead.Position(floating.Body, lead);
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var want = new Vector3(at.x, DrawAhead.Height(zone, at, lead), at.y);
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var want = new Vector3(at.x, DrawAhead.FloaterHeight(zone, settings, at, lead), at.y);
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Require(Vector3.Distance(pickup.transform.position, want) < 1e-3f,
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$"{what}: the pickup is at {pickup.transform.position}, the body at {want}.");
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}
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