Aetheria/Assets/Scripts/Gameplay/Weapons/Mine.cs
Meta Vens 78a4cf36bf Fire control Cut 4, part 2: the last five weapon kinds join FireControl
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>
2026-09-19 15:17:17 +02:00

105 lines
3.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using CultMath;
using CultMath.UnityBridge;
using static CultMath.math;
using UnityEngine;
using Random = UnityEngine.Random;
public class Mine : MonoBehaviour
{
public GridObject GridObject;
public MeshRenderer MeshRenderer;
public int EmissionSubmesh;
public AnimationCurve EmissionCurve;
public float ActiveCycleDuration;
public float ArmedCycleDuration;
public float ActiveEmission;
public float ArmedEmission;
public Prototype HitEffect;
public float Lifetime;
public float ActivationDelay;
public float BlastRange;
public float BlastDelay;
private float _startTime;
private float _blastTime;
private bool _blastCountdown;
private bool _active;
private Material _material;
private float _pulseLerp;
private float _emission;
public float Damage { get; set; }
public DamageType DamageType { get; set; }
public EntityInstance Source { get; set; }
public float Range { get; set; }
private void Start()
{
_material = MeshRenderer.materials[EmissionSubmesh];
}
private void OnEnable()
{
_startTime = Time.time;
_blastCountdown = false;
_active = false;
_emission = 0;
}
// Update is called once per frame
void Update()
{
var position = transform.position;
if (Time.time - _startTime > ActivationDelay && !_active)
{
_active = true;
}
if(_active)
{
_emission = lerp(_emission, _blastCountdown ? ArmedEmission : ActiveEmission, Time.deltaTime * 10);
_pulseLerp += Time.deltaTime / (_blastCountdown ? ArmedCycleDuration : ActiveCycleDuration);
_pulseLerp %= 1;
if(!_blastCountdown)
{
foreach (var collider in Physics.OverlapSphere(position, BlastRange, 1))
{
var hull = collider.GetComponent<HullCollider>();
if (hull)
{
_blastCountdown = true;
_blastTime = Time.time + BlastDelay;
}
}
}
if ((position - Source.transform.position).magnitude > Range ||
Time.time - _startTime > Lifetime ||
_blastCountdown && Time.time > _blastTime)
{
Explode();
}
}
_material.SetFloat("_Emission", _emission * EmissionCurve.Evaluate(_pulseLerp));
}
// Cut 4 (docs/fire-control-cut.md, Q7): the arming OverlapSphere above stays -- that is contact detection,
// not hit detection. Blast damage is not: it goes through the same FireControl.Splash every splash-shaped
// weapon uses now, over the zone's own planar entities, not a Unity collider query. Presentation (ShowHit)
// goes with the query it depended on -- nothing here decides who was hit any more, so nothing here can
// point a hit effect at them; a future pass can rebuild that off FireControl-published state if the mine
// ever ships (R9 keeps it regardless).
public void Explode()
{
var position = transform.position;
FireControl.Splash(Source.Entity.Zone, position.ToCultMath(), BlastRange, Damage, DamageType);
var ht = HitEffect.Instantiate<Transform>();
ht.position = position;
GetComponent<Prototype>().ReturnToPool();
}
}