Aetheria/Assets/Scripts/Gameplay/Weapons/HitscanManager.cs
Meta Vens 5ea59ac6b5 Entity: an equipped item keeps the hardpoint it occupies
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>
2026-10-03 14:57:27 +02:00

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C#

using UnityEngine;
public class HitscanManager : InstantWeaponEffectManager
{
public Prototype Prototype;
public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target, int shotId)
{
var p = Prototype.Instantiate<HitscanEffect>();
p.SourceEntity = source.Entity;
var hp = item.Hardpoint;
var barrel = source.GetBarrel(hp);
var t = p.transform;
t.SetParent(barrel, false);
t.localRotation = Quaternion.identity;
t.localPosition = Vector3.zero;
// t.position = barrel.position;
// t.forward = barrel.forward;
p.ShotId = shotId;
p.Range = weapon.Range;
p.TargetTransform = target != null ? target.transform : null;
p.Fire();
}
}