Aetheria/Assets/Scripts/Gameplay/HullCollider.cs
Meta Vens 7392bc8fe1 Ship contact is a simulation rule: Zone steps Contacts, Unity physics writes no Entity
Contacts.Step exchanges normal velocity between touching hull discs (PostCollisionVelocity moved verbatim
from ShieldManager) and publishes Zone.Contacted; ShieldManager presents it; HullCollider.OnCollisionEnter
and ShieldManager's ship-on-ship branch are deleted. Not yet built or tested (verification follows).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 05:46:32 +02:00

12 lines
669 B
C#

using UnityEngine;
// Cut 4 (docs/fire-control-cut.md): Hit, Splash, SendHit and SendSplash are deleted -- their last callers
// (ConstantLaser, ConstantLightning, ConstantParticleWeapon, HitscanEffect) are gone too (see those
// files and FireControl.Detonate, 12.4(b)'s renamed Splash). Nothing decides or applies damage through a Unity
// collider any more (R8), and no collision callback writes an Entity (cut sim-contact): ship contact is
// Zone's, through Contacts.Step. This component holds the hull's collider for authoring, smokes and click
// picking, and writes nothing.
public class HullCollider : MonoBehaviour
{
public Entity Entity { get; set; }
}