Aetheria/Assets/Scripts/Gameplay/Weapons/ChargeEffectManager.cs
Meta Vens 5ea59ac6b5 Entity: an equipped item keeps the hardpoint it occupies
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>
2026-10-03 14:57:27 +02:00

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1.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ChargeEffectManager : MonoBehaviour
{
public Prototype EffectPrototype;
private Dictionary<ChargedWeapon, WeaponChargeEffect> ActiveEffects = new Dictionary<ChargedWeapon, WeaponChargeEffect>();
public void StartCharging(ChargedWeapon weapon, EquippedItem item, EntityInstance source)
{
var effect = EffectPrototype.Instantiate<WeaponChargeEffect>();
var hp = item.Hardpoint;
var barrel = source.GetBarrel(hp);
var t = effect.transform;
t.SetParent(barrel);
t.forward = barrel.forward;
t.position = barrel.position;
effect.Weapon = weapon;
ActiveEffects[weapon] = effect;
}
public void StopCharging(ChargedWeapon weapon)
{
ActiveEffects[weapon].StopCharging();
}
public void Charged(ChargedWeapon weapon)
{
ActiveEffects[weapon].Charged();
}
public void Failed(ChargedWeapon weapon)
{
ActiveEffects[weapon].Failed();
}
}