The placement rule (HardpointAt) already finds the one hardpoint an item lies in at equip; TryEquip threw that answer away and eighteen readers recomputed it from the item's origin cell, which need not lie in the hardpoint (Soul's scenarios batch-4 P30). EquippedItem.Hardpoint now carries the answer, null for Tool gear and the hull, and every origin-cell lookup reads it instead: FireControl.ArcFor, the eleven weapon managers, EntityInstance, ShipInstance and ActionGameManager's articulation grouping. Entity.Hardpoints[,] stays the per-cell map for armour and display. TryFindSpace's hardpoint search tries every origin the fit rule can accept, including ones up and left of the hardpoint, so a design whose shape lacks its origin cell is found wherever ItemFits would place it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
23 lines
No EOL
804 B
C#
23 lines
No EOL
804 B
C#
using UnityEngine;
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public class HitscanManager : InstantWeaponEffectManager
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{
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public Prototype Prototype;
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public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target, int shotId)
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{
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var p = Prototype.Instantiate<HitscanEffect>();
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p.SourceEntity = source.Entity;
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var hp = item.Hardpoint;
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var barrel = source.GetBarrel(hp);
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var t = p.transform;
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t.SetParent(barrel, false);
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t.localRotation = Quaternion.identity;
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t.localPosition = Vector3.zero;
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// t.position = barrel.position;
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// t.forward = barrel.forward;
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p.ShotId = shotId;
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p.Range = weapon.Range;
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p.TargetTransform = target != null ? target.transform : null;
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p.Fire();
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}
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} |