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>
38 lines
No EOL
1.1 KiB
C#
38 lines
No EOL
1.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ChargeEffectManager : MonoBehaviour
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{
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public Prototype EffectPrototype;
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private Dictionary<ChargedWeapon, WeaponChargeEffect> ActiveEffects = new Dictionary<ChargedWeapon, WeaponChargeEffect>();
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public void StartCharging(ChargedWeapon weapon, EquippedItem item, EntityInstance source)
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{
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var effect = EffectPrototype.Instantiate<WeaponChargeEffect>();
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var hp = item.Hardpoint;
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var barrel = source.GetBarrel(hp);
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var t = effect.transform;
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t.SetParent(barrel);
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t.forward = barrel.forward;
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t.position = barrel.position;
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effect.Weapon = weapon;
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ActiveEffects[weapon] = effect;
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}
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public void StopCharging(ChargedWeapon weapon)
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{
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ActiveEffects[weapon].StopCharging();
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}
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public void Charged(ChargedWeapon weapon)
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{
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ActiveEffects[weapon].Charged();
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}
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public void Failed(ChargedWeapon weapon)
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{
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ActiveEffects[weapon].Failed();
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}
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} |