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>
33 lines
1.2 KiB
C#
33 lines
1.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ConstantLaserManager : ConstantWeaponEffectManager
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{
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public Prototype LaserPrototype;
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private Dictionary<EquippedItem, ConstantLaser> _lasers = new Dictionary<EquippedItem, ConstantLaser>();
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public override void StartFiring(WeaponData data, EquippedItem item, EntityInstance source, EntityInstance target)
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{
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var p = LaserPrototype.Instantiate<ConstantLaser>();
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p.SourceEntity = source.Entity;
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var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
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var barrel = source.GetBarrel(hp);
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p.Range = item.Evaluate(data.Range);
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var t = p.transform;
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t.SetParent(barrel);
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t.forward = barrel.forward;
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t.position = barrel.position;
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// Cut 4 (docs/fire-control-cut.md): FireControl already rolls this weapon's damage; the presentation
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// only needs to know where to draw the beam.
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p.TargetTransform = target != null ? target.transform : null;
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_lasers.Add(item, p);
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}
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public override void StopFiring(EquippedItem item)
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{
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_lasers[item].Stop();
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_lasers.Remove(item);
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}
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}
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