PickupTests: TheBeamTakesFromWhicheverBayCanStore is a theory over which bay is full. CapabilityPresentationSmoke: tracked ship's hull hit is drawn; a beam above the held point stays on the ground plane; a grab at the beam keeps its aim; the other entity's grab reaches its own bound beam and not this one. FloatingItemsDrawnSmoke: a held item's label comes up; the test scene's stand-in pose equals the zone's held pose. Zone.HeldPull is the one smoothstep of the held pose; FieldDriver's tendril and FieldTester's stand-in call it (FieldTester.PulledPosition, PullProgress), deleting the two copies. All commits build (Unity compile and both smokes green). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
344 lines
14 KiB
C#
344 lines
14 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using CultMath;
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using CultMath.UnityBridge;
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using static CultMath.math;
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// Implements the capability presenter interfaces (Assets/Scripts/Gameplay/CapabilityPresenters.cs) by
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// delegating to its own pre-existing methods/fields; it decides nothing about capability rules,
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// per docs/headless-playground-cut.md fork L. CapabilityPresentationBinder is what actually
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// subscribes these methods to a CapabilityEvents source -- FieldDriver has no reference to one.
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public class FieldDriver : MonoBehaviour, IAbsorbPresenter, IGrabPresenter, IMeleePresenter, IThrustPresenter
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{
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public Camera Camera;
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public float2 Push;
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public float FrontTwist;
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public float RearTwist;
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[Inspectable]
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public float TestMagnitude;
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[Inspectable]
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public float FlowSpeed;
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[Inspectable]
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public float FlowSpeedThrottleExponent;
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[Inspectable]
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public float WaveThrottleExponent;
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public int MaxHits;
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[Inspectable]
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public ExponentialCurve MagnitudeTimeScaling;
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[Inspectable]
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public float MeleeRange;
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[Inspectable]
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public float MeleeRangeExponent;
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[Inspectable]
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public float MeleeFlatness;
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[Inspectable]
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public float MeleeShaping;
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[Inspectable]
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public float MeleeDuration;
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[Inspectable]
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public float MeleeAngle;
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[Inspectable]
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public float MeleeAngleExponent;
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[Inspectable]
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public float TendrilBaseRadius = 3;
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[Inspectable]
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public float TendrilTipRadius = .1f;
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[Inspectable]
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public float TendrilExtensionExponent = .75f;
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[Inspectable]
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public float TendrilExtendBaseAnimationExponent = .5f;
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[Inspectable]
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public float TendrilBaseDamping = 2;
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[Inspectable]
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public float TendrilTipRadiusAnimationExponent = 2f;
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[Inspectable]
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public float TendrilFadeExponent = 2;
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// [Inspectable]
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// public float GrabScaleAnimationExponent = .5f;
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[Inspectable]
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public float TendrilTipScale = 1;
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[Inspectable]
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public RectTransform.Axis RefractionAxis = RectTransform.Axis.Horizontal;
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private Material _field;
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private ComputeBuffer _hitBuffer;
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private List<FieldHit> _hits = new List<FieldHit>();
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private ShieldEnvelope _envelope;
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private bool _loggedMissingEnvelope;
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private float _waveOffset;
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private float _meleeTime;
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private bool _meleeActive;
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private MeshCollider _collider;
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private bool _grabbing;
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private GrabPhase _grabPhase;
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private float _grabTime;
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private float _phaseDuration;
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private Vector3 _grabStart;
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private Vector3 _grabStartTendrilBase;
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private Vector3 _tendrilBasePos;
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private Vector3 _tendrilBendTarget;
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private Vector3 _tendrilTargetPos;
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private float _fadePoint;
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private struct FieldHit
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{
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public float3 Position;
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public float3 Direction;
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public float Magnitude;
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public float Time;
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}
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void Start()
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{
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_collider = GetComponent<MeshCollider>();
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_field = GetComponent<MeshRenderer>().material;
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_hitBuffer = new ComputeBuffer(MaxHits, 32);
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_envelope = GetComponent<ShieldEnvelope>();
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}
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// Cut 2 of docs/shield-panel-cut.md: FieldDriver no longer owns the ellipsoid envelope --
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// ShieldEnvelope does, and this transform's localScale is display geometry for the field mesh
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// only now. Absent an envelope (compatibility path only; every real carrier gets one in this
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// cut), fall back to the pre-Cut-2 formulas and log once rather than silently keeping a second
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// opinion about the envelope.
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private void WarnMissingEnvelopeOnce()
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{
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if (_loggedMissingEnvelope) return;
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_loggedMissingEnvelope = true;
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Debug.LogWarning("FieldDriver has no ShieldEnvelope; falling back to its own transform for the envelope.", this);
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}
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private Vector3 EnvelopeRadiiOrFallback()
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{
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if (_envelope != null) return _envelope.Radii;
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WarnMissingEnvelopeOnce();
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return transform.localScale;
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}
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// Cut 2 note on the two branches below NOT being the same computation shape: envelope.
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// ProjectToSurface returns a WORLD-space point (it transforms back through rotation and
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// translation -- Cut 3's panel presenter needs that). The fallback reproduces the pre-Cut-2
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// formula exactly instead, which stayed in LOCAL space with no rotation/translation applied,
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// because that is what the shader consumes here (_Hits is uploaded and read in the field
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// mesh's own local space, not world space). The two branches are only numerically identical
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// when the carrier's transform has zero position and identity rotation -- true of the one
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// FieldDriver carrier in the tree today (FieldShieldTest.unity's cubesphere), NOT true in
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// general. This is an existing characteristic of Cut 2 as scoped by the map (FieldDriver.cs:125
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// reads envelope.ProjectToSurface(position) directly, per the map's own Cut 2 text), not
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// something introduced by this fallback -- flagging it so nobody assumes the two branches are
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// interchangeable for a future non-origin, non-identity FieldDriver carrier.
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public void AddHit(float3 position, float3 direction, float magnitude)
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{
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if (_hits.Count >= MaxHits) return;
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Vector3 surfacePosition;
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if (_envelope != null)
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surfacePosition = _envelope.ProjectToSurface(position.ToUnity());
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else
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{
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WarnMissingEnvelopeOnce();
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surfacePosition = ShieldEnvelope.LegacyLocalSurfacePoint(transform, position.ToUnity());
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}
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var hit = new FieldHit
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{
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Position = surfacePosition.ToCultMath(),
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Direction = normalize((transform.rotation * direction.ToUnity()).ToCultMath()),
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Magnitude = magnitude,
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Time = 0
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};
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//Debug.Log($"Received hit: Position={hit.Position}, Direction={hit.Direction}");
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_hits.Add(hit);
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}
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public int HitCount => _hits.Count;
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public void Melee()
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{
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_meleeActive = true;
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_meleeTime = 0;
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}
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// IAbsorbPresenter: delegates straight to the existing hit-buffer mechanism. e.DamageType is not
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// read -- the field shield has no per-damage-type visual today; it rides along in the event for
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// presentations that do vary by type (the mask itself is absorb-capability data, out of scope here).
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public void Absorb(AbsorbEvent e) => AddHit(e.Position, e.Direction, e.Magnitude);
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// IGrabPresenter: the simulation owns the grab; this draws the tendril from the events alone. Started records
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// where the item is held and where the tendril leaves the field; Extend, Envelop and Pull set the phase and
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// restart the real-time phase clock over the event's duration (it clamps at 1 until the next event, so a
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// slowed simulation stretches the wait, not the animation); Completed and Cancelled end it.
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public void Grab(GrabEvent e)
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{
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switch (e.Phase)
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{
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case GrabPhase.Started:
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_grabbing = true;
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_grabPhase = GrabPhase.Started;
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_grabStart = e.TargetPosition.ToUnity();
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_tendrilBasePos = _grabStartTendrilBase = _collider.ClosestPoint(_grabStart);
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_tendrilTargetPos = _grabStart;
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_fadePoint = .999f;
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break;
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case GrabPhase.Extend:
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case GrabPhase.Envelop:
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case GrabPhase.Pull:
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if (!_grabbing) break;
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_grabPhase = e.Phase;
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_grabTime = 0;
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_phaseDuration = e.PhaseDuration;
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break;
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case GrabPhase.Completed:
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case GrabPhase.Cancelled:
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_grabbing = false;
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_field.SetFloat("_TendrilInfluence", 0);
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break;
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}
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}
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// IMeleePresenter: the field shield's swing shape comes from its own authored curves
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// (MeleeRange/MeleeAngle/MeleeDuration/etc, tuned in the inspector), not from the event's
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// direction/range/arc/duration -- those exist for presentations that do read them.
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public void Melee(MeleeEvent e) => Melee();
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// IThrustPresenter: Throttle is not read; pushMag is derived from PlanarThrust in Update() below,
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// matching the field shield's existing behaviour.
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public void Thrust(ThrustEvent e)
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{
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Push = e.PlanarThrust;
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FrontTwist = e.Twist.x;
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RearTwist = e.Twist.y;
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}
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void Update()
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{
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var pushMag = min(length(Push), 1);
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_waveOffset = frac(_waveOffset + Time.deltaTime * FlowSpeed * pow(max(pushMag, max(abs(FrontTwist), abs(RearTwist))), FlowSpeedThrottleExponent));
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var refractionRotation = Matrix4x4.Rotate(Camera.transform.rotation).inverse;
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if (RefractionAxis == RectTransform.Axis.Vertical) refractionRotation =
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Matrix4x4.Rotate(Quaternion.Euler(90, 0, 0)) * refractionRotation;
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_field.SetFloat("_WaveOffset", _waveOffset * PI * 2);
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_field.SetFloat("_Push", pushMag);
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_field.SetVector("_PushDirection", new Vector4(-Push.x, 0, -Push.y));
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_field.SetFloat("_TwistFront", FrontTwist);
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_field.SetFloat("_TwistRear", RearTwist);
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var envelopeRadii = EnvelopeRadiiOrFallback();
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_field.SetVector("_InverseScale", new Vector4(1/envelopeRadii.x,1/envelopeRadii.y,1/envelopeRadii.z));
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_field.SetMatrix("_ReflRotate", refractionRotation);
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for (int i = 0; i < _hits.Count; i++)
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{
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var hit = _hits[i];
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hit.Time += Time.deltaTime / MagnitudeTimeScaling.Evaluate(_hits[i].Magnitude);
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_hits[i] = hit;
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if (hit.Time > 1)
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{
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_hits.RemoveAt(i);
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i--;
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}
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}
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_hitBuffer.SetData(_hits);
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_field.SetBuffer("_Hits", _hitBuffer);
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_field.SetInt("_HitCount", _hits.Count);
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if (_meleeActive)
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{
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_meleeTime += Time.deltaTime / MeleeDuration;
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if (_meleeTime < 1)
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{
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_field.SetVector("_MeleeDirection", Quaternion.AngleAxis(sign(_meleeTime*2-1) * MeleeAngle * pow(abs(_meleeTime * 2 - 1), MeleeAngleExponent), Vector3.up) * -Vector3.forward);
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_field.SetFloat("_MeleeDisplacement", pow(1 - 2 * abs(_meleeTime - .5f), MeleeRangeExponent) * MeleeRange);
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_field.SetFloat("_MeleeShape", MeleeShaping);
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_field.SetFloat("_MeleeFlattening", MeleeFlatness);
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}
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else
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{
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_meleeActive = false;
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_field.SetFloat("_MeleeDisplacement", 0);
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}
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}
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if (_grabbing && _grabPhase != GrabPhase.Started)
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{
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_grabTime = min(1, _grabTime + Time.deltaTime / max(_phaseDuration, 1e-4f));
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_tendrilBasePos = damp(_tendrilBasePos.ToCultMath(), _tendrilTargetPos.ToCultMath(), TendrilBaseDamping, Time.deltaTime).ToUnity();
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switch (_grabPhase)
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{
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case GrabPhase.Extend:
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_tendrilBendTarget = _grabStart;
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_tendrilTargetPos = lerp(
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lerp(_grabStartTendrilBase.ToCultMath(), _grabStart.ToCultMath(), _grabTime),
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_grabStart.ToCultMath(),
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pow(_grabTime, TendrilExtensionExponent)).ToUnity();
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_field.SetFloat("_TendrilInfluence", pow(_grabTime, TendrilExtendBaseAnimationExponent));
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_field.SetFloat("_TendrilSize", lerp(TendrilBaseRadius/2,TendrilBaseRadius,pow(_grabTime, TendrilExtendBaseAnimationExponent)));
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_field.SetFloat("_TendrilRadius", TendrilTipScale * pow(_grabTime, TendrilTipRadiusAnimationExponent) * TendrilTipRadius);
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break;
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case GrabPhase.Envelop:
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_tendrilBendTarget = _grabStart;
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_tendrilTargetPos = _grabStart;
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_field.SetFloat("_TendrilInfluence", 1);
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_field.SetFloat("_TendrilSize", TendrilBaseRadius);
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_field.SetFloat("_TendrilRadius", TendrilTipScale * TendrilTipRadius);
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break;
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case GrabPhase.Pull:
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// The curve of Zone's held pose (Zone.HeldPull): the tip rides the item the simulation pulls in.
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_tendrilTargetPos = lerp(_grabStart.ToCultMath(), transform.position.ToCultMath(), Zone.HeldPull(_grabTime)).ToUnity();
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_tendrilBendTarget = _grabStart;
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if (_fadePoint > .99 && transform.InverseTransformPoint(_tendrilTargetPos).sqrMagnitude < 1)
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_fadePoint = _grabTime;
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_field.SetFloat("_TendrilInfluence", pow(smoothstep(1, _fadePoint, _grabTime), TendrilFadeExponent));
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_field.SetFloat("_TendrilSize", TendrilBaseRadius);
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_field.SetFloat("_TendrilRadius", TendrilTipScale * TendrilTipRadius);
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break;
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}
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var tendrilRadii = EnvelopeRadiiOrFallback();
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_field.SetVector("_TendrilBase", Vector3.Scale(transform.InverseTransformPoint(_tendrilBasePos).normalized, tendrilRadii));
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_field.SetVector("_TendrilBend", Vector3.Scale(transform.InverseTransformPoint(_tendrilBendTarget), tendrilRadii));
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_field.SetVector("_TendrilTarget", Vector3.Scale(transform.InverseTransformPoint(_tendrilTargetPos), tendrilRadii));
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}
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}
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private float almostIdentity( float x )
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{
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return x*x*(2.0f-x);
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}
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private float smooth(float t)
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{
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return t * t * (3.0f - 2.0f * t);
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}
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private const int GIZMO_STEPS = 16;
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private void OnDrawGizmosSelected()
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{
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if (_grabbing)
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{
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Vector3 previous = _tendrilBasePos;
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for (int i = 1; i <= GIZMO_STEPS; i++)
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{
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var l = (float)i / GIZMO_STEPS;
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var next = quadratic_bezier(_tendrilBasePos.ToCultMath(), _tendrilBendTarget.ToCultMath(), _tendrilTargetPos.ToCultMath(), l).ToUnity();
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Gizmos.DrawLine(previous, next);
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previous = next;
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}
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}
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}
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private void OnDestroy()
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{
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_hitBuffer.Dispose();
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}
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}
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