Every Unity.Mathematics using, alias and qualified name under Assets\Scripts and tools now names CultMath. The nine `using static ...noise;` lines are gone: snoise lives on CultMath's math. UnityExtensions loses float4.ToColor and Color.ToFloat4, which duplicate the bridge's ToColor and ToCultMath; the float3 colour pair stays because the bridge has none. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
79 lines
2.9 KiB
C#
79 lines
2.9 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using CultMath;
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using static CultMath.math;
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using Random = UnityEngine.Random;
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using static CultMath.math;
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public class Lightning : MonoBehaviour
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{
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public LightningCompute LightningCompute;
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public float HitRadius;
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public float Damage { get; set; }
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public float Penetration { get; set; }
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public float Spread { get; set; }
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public DamageType DamageType { get; set; }
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public EntityInstance Source { get; set; }
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public float Range { get; set; }
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public EntityInstance Target { get; set; }
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public Transform Barrel { get; set; }
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private bool _colliderHit;
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private Vector3 _colliderLocalPosition;
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private Transform _colliderTransform;
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private Vector3 _endpoint;
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public void Fire()
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{
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_colliderHit = false;
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LightningCompute.OnLeaderComplete = null;
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LightningCompute.FixedEndpoint = false;
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var hits = Physics.SphereCastAll(Barrel.position, HitRadius, Barrel.forward, Range, 1 | (1 << 17));
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foreach (var hit in hits)
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{
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var shield = hit.collider.GetComponent<ShieldManager>();
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if (shield && (shield.Entity.Shield != null && shield.Entity.Shield.Item.Active.Value && shield.Entity.Shield.CanTakeHit(DamageType, Damage)))
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{
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if (shield.Entity == Source.Entity) continue;
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LightningCompute.OnLeaderComplete = () =>
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{
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shield.Entity.Shield.TakeHit(DamageType, Damage);
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shield.ShowHit(hit.point, sqrt(Damage));
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};
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}
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var hull = hit.collider.GetComponent<HullCollider>();
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if (hull && !(hull.Entity.Shield != null && hull.Entity.Shield.Item.Active.Value && hull.Entity.Shield.CanTakeHit(DamageType, Damage)))
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{
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if (hull.Entity == Source.Entity) continue;
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LightningCompute.OnLeaderComplete = () =>
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hull.SendHit(Damage, Penetration, Spread, DamageType, Source.Entity, hit.textureCoord, Barrel.forward);
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}
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_colliderHit = true;
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_colliderLocalPosition = hit.collider.transform.InverseTransformPoint(hit.point);
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_colliderTransform = hit.collider.transform;
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LightningCompute.FixedEndpoint = true;
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break;
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}
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LightningCompute.OnPulseComplete = () =>
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GetComponent<Prototype>().ReturnToPool();
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LightningCompute.StartAnimation();
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_endpoint = Barrel.position + Barrel.forward * Range;
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}
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private void Update()
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{
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if (Barrel == null) return;
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if (_colliderHit)
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{
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if (_colliderTransform) _endpoint = _colliderTransform.TransformPoint(_colliderLocalPosition);
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}
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LightningCompute.EndPosition = _endpoint;
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LightningCompute.StartPosition = Barrel.position;
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}
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}
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