Aetheria/Assets/Scripts/Gameplay/Weapons/ConstantParticleWeaponManager.cs
Meta Vens 78a4cf36bf Fire control Cut 4, part 2: the last five weapon kinds join FireControl
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>
2026-09-19 15:17:17 +02:00

32 lines
1.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ConstantParticleWeaponManager : ConstantWeaponEffectManager
{
public Prototype WeaponPrototype;
private Dictionary<EquippedItem, ConstantParticleWeapon> _weapons = new Dictionary<EquippedItem, ConstantParticleWeapon>();
public override void StartFiring(WeaponData data, EquippedItem item, EntityInstance source, EntityInstance target)
{
var p = WeaponPrototype.Instantiate<ConstantParticleWeapon>();
p.Source = source;
p.Target = target;
var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
var barrel = source.GetBarrel(hp);
var t = p.transform;
t.SetParent(barrel);
t.forward = barrel.forward;
t.position = barrel.position;
// Cut 4 (docs/fire-control-cut.md): FireControl already rolls this weapon's damage.
_weapons.Add(item, p);
p.Initialize();
}
public override void StopFiring(EquippedItem item)
{
_weapons[item].Stop();
_weapons.Remove(item);
}
}