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>
63 lines
1.7 KiB
C#
63 lines
1.7 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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// Cut 4 (docs/fire-control-cut.md): the trigger-collider plumbing and SendSplash are deleted -- FireControl
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// already rolls this weapon's damage once per GameplaySettings.BeamResolveInterval (ConstantWeapon.Execute)
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// before these particles ever collide with anything (R8). What is left is pure visual emission; nothing here
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// decides or applies damage any more.
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public class ConstantParticleWeapon : MonoBehaviour
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{
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public ParticleSystem[] Particles;
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public EntityInstance Source { get; set; }
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public EntityInstance Target { get; set; }
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private bool _stopping;
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private float _emission;
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private void Start()
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{
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_emission = Particles[0].emission.rateOverTime.constant;
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}
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private void OnEnable()
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{
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foreach(var p in Particles)
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p.enableEmission = true;
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_stopping = false;
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}
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public void Initialize()
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{
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foreach(var p in Particles)
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{
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var main = p.main;
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main.simulationSpace = ParticleSystemSimulationSpace.Custom;
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main.customSimulationSpace = Source.LocalSpace;
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}
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var trigger = Particles[0].trigger;
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while(trigger.colliderCount > 0)
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trigger.RemoveCollider(0);
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}
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private void Update()
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{
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if (Source == null) return;
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if (_stopping && Particles.All(p=>p.particleCount == 0))
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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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public void Stop()
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{
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foreach(var p in Particles)
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p.enableEmission = false;
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_stopping = true;
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}
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}
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