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>
17 lines
761 B
C#
17 lines
761 B
C#
using UnityEngine;
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using CultMath.UnityBridge;
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// Cut 4 (docs/fire-control-cut.md): Hit, Splash, SendHit and SendSplash are deleted -- their last callers
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// (ConstantLaser, ConstantLightning, ConstantParticleWeapon, HitscanEffect, Mine) are gone too (see those
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// files and FireControl.Splash). Nothing decides or applies damage through a Unity collider any more (R8):
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// this component is now purely a physics surface for ship-on-ship collision impulse and Mine's own proximity
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// arming query (Q7), neither of which is hit detection.
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public class HullCollider : MonoBehaviour
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{
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public Entity Entity { get; set; }
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private void OnCollisionEnter(Collision other)
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{
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Entity.Velocity += other.impulse.ToCultMath().xz / Time.deltaTime;
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}
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}
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