Aetheria/Assets/Scripts/Gameplay/Weapons/LaserManager.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

23 lines
761 B
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LaserManager : InstantWeaponEffectManager
{
public Prototype ProjectilePrototype;
public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target, int shotId)
{
var p = ProjectilePrototype.Instantiate<Laser>();
var hp = item.Hardpoint;
var barrel = source.GetBarrel(hp);
var t = p.transform;
t.SetParent(barrel);
t.forward = barrel.forward;
t.position = barrel.position;
p.ShotId = shotId;
p.SourceEntity = source.Entity;
p.Range = weapon.Range;
p.TargetTransform = target != null ? target.transform : null;
}
}