Aetheria/Assets/Scripts/Gameplay/Weapons/ConstantLaser.cs
Meta Vens 78a4cf36bf Fire control Cut 4, part 2: the last five weapon kinds join FireControl
Deletes the last live Physics.* hit queries and every remaining SendHit/
SendSplash call in Assets/Scripts/Gameplay/Weapons: ConstantLaser's
RaycastAll, ConstantLightning's SphereCastAll, ConstantParticleWeapon's
trigger-collider plumbing, HitscanEffect's RaycastAll, and Mine's blast
OverlapSphere. Each becomes presentation only, the same convention Cut 3
gave Projectile/GuidedProjectile/Laser/Lightning: ConstantLaser/
ConstantLightning/HitscanEffect draw to TargetTransform (or out to Range with
no target); ConstantParticleWeapon keeps only its visual emission.
ConstantWeapon.Execute (previous commit) already rolled the damage before any
of these ever draw.

Mine keeps its proximity-arming OverlapSphere (Q7: contact detection, not hit
detection) but Explode() now calls FireControl.Splash instead of walking
colliders and calling SendSplash itself.

HullCollider.Hit/Splash/SendHit/SendSplash and their event-arg classes are
deleted outright -- their last callers are gone. HullCollider is now purely a
physics surface for ship-on-ship collision impulse; no Physics.* query
decides damage anywhere in Assets/Scripts/Gameplay/Weapons except Mine's own
named exception.

Every manager (ConstantLaserManager, ConstantLightningManager,
ConstantParticleWeaponManager, HitscanManager) is updated to match: no more
Damage/Penetration/Spread/DamageType plumbing into a presentation component
that no longer decides anything with it, and HitscanManager now passes
ShotId and TargetTransform the way LaserManager already does.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 15:17:17 +02:00

84 lines
2.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Cut 4 (docs/fire-control-cut.md): the raycast, shield branch and SendHit are deleted -- FireControl already
// rolls this weapon's damage once per GameplaySettings.BeamResolveInterval (ConstantWeapon.Execute) before
// this beam is ever drawn (R8). What is left is pure endpoint presentation, the same convention Laser.cs
// (Cut 3) uses for a discrete shot: draw to the target's current position, or out to Range with no target.
public class ConstantLaser : MonoBehaviour
{
public AnimationCurve StartCurve;
public AnimationCurve EndCurve;
public AnimationCurve IntensityCurve;
public float WidthMultiplier = 1;
public float StartDuration;
public float FadeDuration;
public float CycleDuration;
public LineRenderer LineRenderer;
public Entity SourceEntity { get; set; }
public float Range { get; set; }
public Transform TargetTransform { get; set; }
private float _intensity;
private float _stopIntensity;
private bool _starting;
private bool _stopping;
private float _startTime;
private float _cycleStartTime;
private readonly Vector3[] _zeros = {Vector3.zero, Vector3.zero};
private void OnEnable()
{
_stopping = false;
_starting = true;
_startTime = Time.time;
LineRenderer.SetPositions(_zeros);
}
private void Update()
{
if (_stopping)
{
var lerp = (Time.time - _startTime) / FadeDuration;
LineRenderer.widthMultiplier = EndCurve.Evaluate(lerp) * _stopIntensity * WidthMultiplier;
if (lerp > 1)
{
GetComponent<Prototype>().ReturnToPool();
return;
}
}
else
{
var lerp = (Time.time - _startTime) / StartDuration;
if (lerp > 1)
{
if (_starting)
{
_starting = false;
_cycleStartTime = Time.time;
}
_intensity = IntensityCurve.Evaluate((Time.time - _cycleStartTime) / CycleDuration % CycleDuration);
LineRenderer.widthMultiplier = _intensity * WidthMultiplier;
}
else
{
LineRenderer.widthMultiplier = StartCurve.Evaluate(lerp) * WidthMultiplier;
}
}
LineRenderer.SetPosition(0, transform.position);
LineRenderer.SetPosition(1, TargetTransform != null
? TargetTransform.position
: transform.position + transform.forward * Range);
}
public void Stop()
{
_stopping = true;
_stopIntensity = _intensity;
_startTime = Time.time;
}
}