Aetheria/Assets/Scripts/Gameplay/Weapons/ConstantParticleWeaponManager.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

32 lines
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 = item.Hardpoint;
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);
}
}