Aetheria/Assets/Scripts/Gameplay/HullCollider.cs
Meta Vens 2281793154 Convert engine types through CultMath.UnityBridge
CultMath has no implicit conversions to or from Vector*, Quaternion or
Color, so Assembly-CSharp converts explicitly with ToCultMath/ToUnity at
each engine boundary: FieldDriver, GuidedProjectile(Manager),
EntityInstance, ActionGameManager, HullCollider, GridObject, ShipInstance,
ShieldManager, ItemPickup, FieldTester, PlaceUIElementWorldspace,
MapMenuInput, MapRenderer, SectorRenderer and ZoneRenderer. CultMath math
calls that were handed Unity vectors now take converted values;
Vector3.Scale in FieldDriver becomes a float3 product, and ItemPickup's
Vector3.Dot on float3s becomes dot. packages-lock.json records the
cultmath git package at f0605367 and demotes com.unity.mathematics to a
transitive dependency.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 17:47:33 +02:00

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1.8 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UniRx;
using CultMath;
using CultMath.UnityBridge;
using static CultMath.math;
using UnityEngine;
using float2 = CultMath.float2;
public class HullCollider : MonoBehaviour
{
public Subject<HullHitEventArgs> Hit = new Subject<HullHitEventArgs>();
public Subject<HullSplashEventArgs> Splash = new Subject<HullSplashEventArgs>();
public Entity Entity { get; set; }
public void SendHit(float damage, float penetration, float spread, DamageType damageType, Entity source, Vector2 texCoord, Vector3 direction)
{
Hit.OnNext(new HullHitEventArgs
{
Damage = damage,
Penetration = penetration,
Spread = spread,
DamageType = damageType,
Source = source,
TexCoord = texCoord.ToCultMath(),
Direction = direction.ToCultMath()
});
}
public void SendSplash(float damage, DamageType damageType, Entity source, Vector3 direction)
{
Splash.OnNext(new HullSplashEventArgs
{
Damage = damage,
DamageType = damageType,
Source = source,
Direction = direction.ToCultMath()
});
}
private void OnCollisionEnter(Collision other)
{
Entity.Velocity += other.impulse.ToCultMath().xz / Time.deltaTime;
}
public class HullHitEventArgs
{
public float Damage;
public float Penetration;
public float Spread;
public DamageType DamageType;
public Entity Source;
public float2 TexCoord;
public float3 Direction;
}
public class HullSplashEventArgs
{
public float Damage;
public DamageType DamageType;
public Entity Source;
public float3 Direction;
}
}