F4: a hit that breaks the shield usually also cooks it (TakeHit's own AddHeat), which can knock the item thermally offline in the same tick. The reserve's recharge and its Broken-clearing check lived inside Execute, which Entity.Update only runs while Item.Active is true -- so a shield broken by a hit that also shuts it down could never come back, no matter how long RestoreDuration allows for. That logic now lives in Shield.Update (IAlwaysUpdatedBehavior), which Entity.Update calls every tick unconditionally (Cooldown.cs already relies on the same interface for the same reason). F5: CanTakeHit broke the shield and drained the reserve as a side effect of the query itself, on the premise that every caller queries it exactly once per hit. That premise was false: RaycastAll/SphereCastAll/OverlapSphere hand every caller under Assets/Scripts/Gameplay/Weapons both the shield collider and the hull collider for one shot, so the same shield's CanTakeHit was queried twice per hit. CanTakeHit is now a pure read (Broken + the reserve's own CanSpend); the mutation moved to a new Shield.Break(), idempotent, called by each weapon file exactly where it already decided to route a hit past the shield instead of absorbing it. Pinned in tests/Aetheria.Shared.Tests/ShieldReserveTests.cs: RestorationProceedsWhileTheItemIsInactive (F4), CanTakeHitNeverMutatesRegardlessOfHowManyTimesItIsCalled and BreakIsIdempotentAcrossRepeatedCalls (F5). Updated every existing test that relied on CanTakeHit's old mutating side effect to call Break() explicitly, matching the new caller pattern. Cannot compile-verify Assets/Scripts/Gameplay/Weapons/*.cs here (UnityEngine, Unity batchmode unavailable in this environment) -- reviewed by hand for brace/control-flow correctness; Self or a Unity batchmode pass should confirm. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
235 lines
No EOL
9.4 KiB
C#
235 lines
No EOL
9.4 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 CultMath;
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using CultMath.UnityBridge;
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using static CultMath.math;
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using Random = UnityEngine.Random;
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using static Noise1D;
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using float3 = CultMath.float3;
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public class GuidedProjectile : MonoBehaviour
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{
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public Prototype HitEffect;
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public Prototype ChildProjectile;
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public int Children;
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public float SplitTime;
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public float SplitSeparationForwardness;
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public float SplitSeparationVelocity;
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public ParticleSystem Particles;
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public float FadeOutTime;
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public AnimationCurve ThrustCurve;
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public AnimationCurve GuidanceCurve;
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public AnimationCurve LiftCurve;
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public float Frequency;
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public float Thrust;
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public float TopSpeed;
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public Transform Source;
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public Func<Vector3> TargetPosition;
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private float _phase;
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private float _prevDist;
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private bool _active;
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private bool _alive;
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private Vector3 _targetVelocity;
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private Vector3 _previousTargetPosition;
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public Transform Target { get; set; }
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public float3 StartPosition { get; set; }
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public float Range { get; set; }
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public Vector3 Velocity { get; set; }
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public float Damage { get; set; }
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public float Penetration { get; set; }
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public float Spread { get; set; }
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public DamageType DamageType { get; set; }
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public Entity SourceEntity { get; set; }
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public event Action OnKill;
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void OnEnable()
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{
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_active = _alive = true;
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_phase = Random.value * 100;
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_prevDist = Single.MaxValue;
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Particles.startColor = Color.white;
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//var main = Particles.main;
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//main.startColor = new ParticleSystem.MinMaxGradient { mode = ParticleSystemGradientMode.Color, color = Color.white };
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Particles.Clear(true);
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Particles.Play(true);
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}
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void Update ()
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{
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if (SourceEntity == null) return;
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var t = transform;
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if (_active)
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{
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if (TargetPosition == null && !Target)
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{
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StartCoroutine(FadeOut());
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return;
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}
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var position = t.position.ToCultMath();
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var targetPosition = TargetPosition?.Invoke() ?? Target.position;
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_targetVelocity = lerp(_targetVelocity.ToCultMath(), (targetPosition - _previousTargetPosition).ToCultMath(), saturate(Time.deltaTime * 5)).ToUnity();
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_previousTargetPosition = targetPosition;
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targetPosition = first_order_intercept(position,float3.zero, TopSpeed, targetPosition.ToCultMath(), _targetVelocity.ToCultMath()).ToUnity();
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var diff = targetPosition - transform.position;
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var targetDist = diff.magnitude;
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var sourceDist = length(StartPosition.xz - position.xz);
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if (sourceDist > Range || dot(diff.ToCultMath(), Velocity.ToCultMath()) < 0)
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{
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StartCoroutine(FadeOut());
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if (HitEffect != null)
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{
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var ht = HitEffect.Instantiate<Transform>();
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ht.position = t.position;
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}
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return;
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}
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_prevDist = targetDist;
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var targetDistFlat = diff.Flatland().magnitude;
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var curveLerp = 1 - targetDistFlat / (sourceDist + targetDistFlat);
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var dir = diff.normalized;
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var right = cross(dir.ToCultMath(), float3(0, 1, 0));
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var up = cross(dir.ToCultMath(), right);
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if (Children > 0 && SplitTime < curveLerp)
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{
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for (int i = 0; i < Children; i++)
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{
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var child = ChildProjectile.Instantiate<GuidedProjectile>();
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child.transform.position = t.position;
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child.StartPosition = StartPosition;
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var randomDirection = normalize(Random.insideUnitCircle.ToCultMath());
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var perpendicularRandom = randomDirection.x * right + randomDirection.y * up;
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child.Velocity = (normalize(lerp(perpendicularRandom, dir.ToCultMath(), SplitSeparationForwardness)) * length(Velocity.ToCultMath()) * SplitSeparationVelocity).ToUnity();
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child.Range = Range;
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child.Damage = Damage / Children;
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child.Penetration = Penetration;
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child.Spread = Spread;
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child.DamageType = DamageType;
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child.Source = Source;
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child.Target = Target;
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child.SourceEntity = SourceEntity;
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child.GuidanceCurve = GuidanceCurve;
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child.LiftCurve = LiftCurve;
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child.ThrustCurve = ThrustCurve;
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child.Thrust = Thrust;
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child.TopSpeed = TopSpeed;
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child.Frequency = Frequency;
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child.Thrust = Thrust;
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}
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StartCoroutine(Kill());
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if (HitEffect != null)
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{
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var ht = HitEffect.Instantiate<Transform>();
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ht.position = t.position;
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}
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}
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var dodge = normalize(lerp(
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normalize(right * noise(Time.time * Frequency + _phase) + up * noise(Time.time * Frequency + (100 + _phase))),
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float3(0, 1, 0), LiftCurve.Evaluate(curveLerp))).ToUnity();
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var desired = Vector3.Slerp(dodge, dir, GuidanceCurve.Evaluate(curveLerp)).normalized * TopSpeed;
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var thrustCurve = ThrustCurve.Evaluate(curveLerp);
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var thrust = Thrust * thrustCurve;
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var c = Color.white * thrustCurve;
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c.a = 1;
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Particles.startColor = c;
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Velocity += (desired-Velocity).normalized * (thrust * Time.deltaTime);
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}
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if(_alive)
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{
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var ray = new Ray(t.position, Velocity);
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foreach (var hit in Physics.RaycastAll(ray, Velocity.magnitude * Time.deltaTime, 1 | (1 << 17)))
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{
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var shield = hit.collider.GetComponent<ShieldManager>();
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if (shield)
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{
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var shieldBehavior = shield.Entity.Shield;
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var shieldActive = shieldBehavior != null && shieldBehavior.Item.Active.Value;
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var shieldAbsorbs = shieldActive && shieldBehavior.CanTakeHit(DamageType, Damage);
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// F5 (docs/stats-and-power-cut.md, Soul pass 2026-09-19): CanTakeHit is a pure query now --
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// read once into shieldAbsorbs, and break the shield exactly once, right here, at the point
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// this hit is actually decided to route past it (to the hull collider RaycastAll returns
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// further down this same loop) instead of being absorbed. The hull branch below re-queries
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// CanTakeHit safely -- it is side-effect-free -- and will see Broken already true.
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if (shieldActive && !shieldAbsorbs) shieldBehavior.Break();
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if (!shieldAbsorbs) continue;
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if (shield.Entity != SourceEntity)
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{
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shieldBehavior.TakeHit(DamageType, Damage);
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shield.ShowHit(hit.point, sqrt(Damage));
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}
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}
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var hull = hit.collider.GetComponent<HullCollider>();
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if (hull && !(hull.Entity.Shield != null && hull.Entity.Shield.Item.Active.Value && hull.Entity.Shield.CanTakeHit(DamageType, Damage)))
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{
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if (hull.Entity != SourceEntity)
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{
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hull.SendHit(Damage, Penetration, Spread, DamageType, SourceEntity, hit.textureCoord, transform.forward);
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transform.position = hit.point;
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StartCoroutine(Kill());
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}
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}
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else// if (hit.transform.gameObject.layer == 1)
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{
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StartCoroutine(Kill());
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return;
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}
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if (HitEffect != null)
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{
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var ht = HitEffect.Instantiate<Transform>();
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ht.SetParent(hit.collider.transform);
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ht.position = hit.point;
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return;
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}
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}
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t.position += Velocity * Time.deltaTime;
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}
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}
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IEnumerator FadeOut()
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{
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_active = false;
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var startTime = Time.time;
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while (Time.time - startTime < FadeOutTime)
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{
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var lerp = 1 - (Time.time - startTime) / FadeOutTime;
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var c = Color.white * lerp;
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c.a = 1;
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Particles.startColor = c;
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//var main = Particles.main;
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//main.startColor = new ParticleSystem.MinMaxGradient { mode = ParticleSystemGradientMode.Color, color = Color.white * lerp };
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yield return null;
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}
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StartCoroutine(Kill());
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}
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IEnumerator Kill()
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{
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_active = false;
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_alive = false;
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Particles.Stop(true, ParticleSystemStopBehavior.StopEmitting);
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var startTime = Time.time;
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var lifetime = Particles.main.startLifetime.constant;
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while (Time.time - startTime < lifetime)
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{
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yield return null;
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}
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OnKill?.Invoke();
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GetComponent<Prototype>().ReturnToPool();
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}
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} |