Aetheria/Assets/Scripts/Gameplay/HullCollider.cs
Meta Vens 17f5eb7d8c Retire the Unity mine: Mine, MineManager, the Mine Launcher prefab and ShieldManager's mine branch
Operator ruling mines-back-in-sim-asap: delete now, return as a simulation body.
Mesh, materials and BigExplosion stay for the sim-mines presenter. GridObject
stays for the pickups until loot-1 r2. Comments in FireControl.Detonate and
HullCollider drop the deleted callers. Builds not yet verified at this commit.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 15:01:39 +02:00

17 lines
724 B
C#

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) are gone too (see those
// files and FireControl.Detonate, 12.4(b)'s renamed 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, not hit detection.
public class HullCollider : MonoBehaviour
{
public Entity Entity { get; set; }
private void OnCollisionEnter(Collision other)
{
Entity.Velocity += other.impulse.ToCultMath().xz / Time.deltaTime;
}
}