The hostile starts 4000 m ahead with no track of the player; stepped headlessly it sees the player at tick 81 and paints a Track lock at tick 83. LockOnSituation pins the staging, the absence of a paint at Update(0), and the lock's bearing and timing. LockOn.cs.meta is provisional until the Unity compile on Starfire writes its own. Builds: yes (not yet run; verification follows). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
14 lines
785 B
C#
14 lines
785 B
C#
// Every way to set up a new run, in the order New Game lists them. Modes are what a release build lists; Development
|
|
// are the other ways the game sets up a run and Tests are arenas built to check one system each, both listed only in
|
|
// editor and development builds.
|
|
public static class Scenarios
|
|
{
|
|
public static readonly Scenario[] Modes = { new DemoTerminus() };
|
|
|
|
public static readonly Scenario[] Development = { new TutorialGalaxy(), new MainGalaxy() };
|
|
|
|
public static readonly Scenario[] Tests =
|
|
{
|
|
new DjinniShakedown(), new StarvedReactor(), new Arcs(), new Duel(), new LauncherAngles(), new WeaponFeel(), new FusedRounds(), new RefusedRounds(), new AiFusedDiscipline(), new LongHaul(), new Pursuit(), new Crossing(), new Belt(), new LockOn()
|
|
};
|
|
}
|