using UnityEngine; using CultMath.UnityBridge; // Cut 4 (docs/fire-control-cut.md): Hit, Splash, SendHit and SendSplash are deleted -- their last callers // (ConstantLaser, ConstantLightning, ConstantParticleWeapon, HitscanEffect, Mine) are gone too (see those // files and FireControl.Splash). Nothing decides or applies damage through a Unity collider any more (R8): // this component is now purely a physics surface for ship-on-ship collision impulse and Mine's own proximity // arming query (Q7), neither of which is hit detection. public class HullCollider : MonoBehaviour { public Entity Entity { get; set; } private void OnCollisionEnter(Collision other) { Entity.Velocity += other.impulse.ToCultMath().xz / Time.deltaTime; } }