ZoneRenderer draws one ItemPickup per FloatingItem (load, ObserveAdd, ObserveRemove, ClearZone); ItemPickup.Bind places it from the sim body and spins it for show. EntityInstance's drop loops, ShieldManager's pickup branch (the whole OnCollisionEnter, which did nothing else), ZoneRenderer.DropItem/DestroyLoot/_loot, TractorBeam's pull, and GameSettings' three loot fields are deleted; WireFloatingItems stripped GridObject from the five pickup prefabs and reassigned ZoneRenderer's four pickup fields in ARPG.unity; FloatingItemsDrawnSmoke (play session, batchmode) pins the lowering. GridObject and TimedDestroy were deleted infa911f2d, sofa911f2dand2565e2c5do not build in Unity. Assets/Resources/Settings.asset keeps three stale serialized GameSettings fields Unity ignores (LFS object, not rewritten). Builds: Unity batchmode compile green at this commit; dotnet green at2565e2c5. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
22 lines
No EOL
644 B
C#
22 lines
No EOL
644 B
C#
using System;
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using UnityEngine;
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public class TractorBeam : MonoBehaviour
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{
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public ParticleSystem ParticleSystem;
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public float Radius;
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public float Traction;
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public float Distance;
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public float Power { get; set; }
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public Vector3 Direction { get; set; }
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public void Update()
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{
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transform.rotation = Quaternion.LookRotation(Direction);
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// The beam draws nothing until it presents a sim grab (loot-3): no particles, and no pull; the simulation
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// decides every floating item's motion.
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var emission = ParticleSystem.emission;
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emission.rateOverTimeMultiplier = 0;
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}
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} |