Aetheria/Assets/Scripts/Gameplay/ShieldInterceptor.cs.meta
Meta Vens 0e2fe6dc11 Add ShieldInterceptor: the interceptor presenter and panel pool (Cut 3)
R2: the shield is an interceptor. ShieldInterceptor implements IAbsorbPresenter
and converts each AbsorbEvent into a pose (intercept point projected onto the
ShieldEnvelope, normal from SurfaceNormal, size from the item's PanelRadius)
and a strike, deciding nothing else. It reuses Assets/Scripts/Prototype.cs
rather than writing a second pool.

Reuse: a second hit landing within PanelRadius*ReuseFraction of a live panel
strikes that panel (Hit only, no ResetSim) instead of spawning a new one --
this is what makes ShieldSim.compute's temper erosion observable across
multiple hits.

Pool exhaustion: when MaxLivePanels is already live, the oldest live panel
(by spawn order) is recycled in place -- reposed and re-armed for the new
intercept point -- rather than dropping the strike or growing past the
§2.3 frame budget.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 13:51:26 +02:00

2 lines
60 B
Text

fileFormatVersion: 2
guid: fdca6a832d764b6e89fc83fdcf7b42d7