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>
67 lines
2 KiB
C#
67 lines
2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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// Cut 4 (docs/fire-control-cut.md): the SphereCast, shield branch and SendHit are deleted -- FireControl
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// already rolls this weapon's damage once per GameplaySettings.BeamResolveInterval (ConstantWeapon.Execute)
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// before this bolt is ever drawn (R8). What is left is pure endpoint presentation: fixed to the target's
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// current position when there is one, out to Range otherwise -- the same convention Lightning.cs (Cut 3)
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// uses for a discrete shot.
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public class ConstantLightning : MonoBehaviour
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{
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public LightningCompute Lightning;
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public float HitRadius;
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public AnimationCurve FadeCurve;
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public float StartWidth = 1;
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public float EndWidth = 1;
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public float FadeDuration;
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public Transform Barrel { 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 Transform TargetTransform { get; set; }
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private bool _stopping;
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private float _startTime;
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private void OnEnable()
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{
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_stopping = false;
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Lightning.StartAnimation();
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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 (_stopping)
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{
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var lerp = (Time.time - _startTime) / FadeDuration;
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Lightning.StartWidth = FadeCurve.Evaluate(lerp) * StartWidth;
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Lightning.EndWidth = FadeCurve.Evaluate(lerp) * EndWidth;
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if (lerp > 1)
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{
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GetComponent<Prototype>().ReturnToPool();
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return;
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}
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}
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else
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{
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Lightning.StartWidth = StartWidth;
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Lightning.EndWidth = EndWidth;
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}
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Lightning.FixedEndpoint = TargetTransform != null;
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Lightning.EndPosition = TargetTransform != null
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? TargetTransform.position
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: Barrel.position + Barrel.forward * Range;
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Lightning.StartPosition = Barrel.position;
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}
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public void Stop()
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{
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_stopping = true;
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_startTime = Time.time;
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}
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}
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