Aetheria/Assets/Scripts/Gameplay/Weapons/ConstantLightning.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

67 lines
2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// Cut 4 (docs/fire-control-cut.md): the SphereCast, shield branch and SendHit are deleted -- FireControl
// already rolls this weapon's damage once per GameplaySettings.BeamResolveInterval (ConstantWeapon.Execute)
// before this bolt is ever drawn (R8). What is left is pure endpoint presentation: fixed to the target's
// current position when there is one, out to Range otherwise -- the same convention Lightning.cs (Cut 3)
// uses for a discrete shot.
public class ConstantLightning : MonoBehaviour
{
public LightningCompute Lightning;
public float HitRadius;
public AnimationCurve FadeCurve;
public float StartWidth = 1;
public float EndWidth = 1;
public float FadeDuration;
public Transform Barrel { get; set; }
public EntityInstance Source { get; set; }
public float Range { get; set; }
public Transform TargetTransform { get; set; }
private bool _stopping;
private float _startTime;
private void OnEnable()
{
_stopping = false;
Lightning.StartAnimation();
}
private void Update()
{
if (Barrel == null) return;
if (_stopping)
{
var lerp = (Time.time - _startTime) / FadeDuration;
Lightning.StartWidth = FadeCurve.Evaluate(lerp) * StartWidth;
Lightning.EndWidth = FadeCurve.Evaluate(lerp) * EndWidth;
if (lerp > 1)
{
GetComponent<Prototype>().ReturnToPool();
return;
}
}
else
{
Lightning.StartWidth = StartWidth;
Lightning.EndWidth = EndWidth;
}
Lightning.FixedEndpoint = TargetTransform != null;
Lightning.EndPosition = TargetTransform != null
? TargetTransform.position
: Barrel.position + Barrel.forward * Range;
Lightning.StartPosition = Barrel.position;
}
public void Stop()
{
_stopping = true;
_startTime = Time.time;
}
}