ImpactPresenter (bound on every EntityInstance by SetEntity through the one CapabilityPresentationBinder) renders feedback-1's absorbs: Feedback.Cue decides intensity and shake, DrawAhead.Carried the drawn point; a hull absorb spawns ImpactFeedback's pooled effect under the instance, and a cue with shake raises a Cinemachine impulse. ShieldManager ripples on a Shield-layer absorb. MainMenu gains a Screen Shake slider that persists on Back. Editor: WireImpactFeedback (scene wiring, scene diff in the next commit) and ImpactPresenterSmoke. Unity batchmode compile 0 error CS; ImpactPresenterSmoke exit 0. The scene is not yet wired in this commit. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
128 lines
5.1 KiB
C#
128 lines
5.1 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using CultMath;
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using CultMath.UnityBridge;
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using static CultMath.math;
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using UniRx;
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using UnityEngine;
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public class ShieldManager : MonoBehaviour, IAbsorbPresenter
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{
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public Prototype ShieldPrototype;
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public float CollisionHitDuration = 3;
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private Entity _entity;
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private IDisposable _contacts;
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// Ship-on-ship contact is Zone's (Contacts.Step); this shield only presents it.
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public Entity Entity
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{
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get => _entity;
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set
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{
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_contacts?.Dispose();
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_entity = value;
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_contacts = value?.Zone.Contacted.Subscribe(Present);
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}
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}
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private void OnDestroy() => _contacts?.Dispose();
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private void Present(ContactEvent contact)
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{
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if (contact.A != Entity && contact.B != Entity) return;
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if (Entity.Shield != null && Entity.Shield.Item.Active.Value)
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ShowHit(new Vector3(contact.Point.x, Entity.Position.y, contact.Point.y), CollisionHitDuration);
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}
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private ShieldEnvelope _envelope;
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private bool _loggedMissingEnvelope;
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void Awake()
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{
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_envelope = GetComponent<ShieldEnvelope>();
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}
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private void WarnMissingEnvelopeOnce()
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{
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if (_loggedMissingEnvelope) return;
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_loggedMissingEnvelope = true;
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Debug.LogWarning("ShieldManager has no ShieldEnvelope; falling back to its own transform for the hit direction.", this);
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}
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private void OnCollisionEnter(Collision other)
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{
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var otherShield = other.collider.GetComponent<ShieldManager>();
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if (!otherShield)
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{
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var gridObject = other.collider.GetComponent<GridObject>();
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if (gridObject)
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{
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var itemPickup = other.collider.GetComponent<ItemPickup>();
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if (itemPickup)
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{
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if (Entity.CargoBays.Any(c => c.TryStore(itemPickup.Item)))
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{
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// TODO: Pickup notification!
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Destroy(itemPickup.gameObject);
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}
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else
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{
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// TODO: Pickup failed notification!
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var cp = other.GetContact(0);
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gridObject.Velocity += cp.normal * 25;
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Debug.Log("Attempted item pickup, but no space in cargo bay!");
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}
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}
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else
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{
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Debug.Log("Shield collision occurred with grid object, but other collider isn't an item pickup!");
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}
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}
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else
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Debug.Log("Shield collision occurred, but other collider isn't a shield or a grid object!");
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}
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}
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// A shot the shield took ripples it where the shot landed, drawn on the hull as it is drawn. The hull layer is
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// ImpactPresenter's.
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public void Absorb(AbsorbEvent e)
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{
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if (e.Layer != AbsorbLayer.Shield || Entity == null || Entity.Shield == null || !Entity.Shield.Item.Active.Value) return;
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ShowHit(DrawAhead.Carried(Entity, e.Position, ActionGameManager.Clock.Lead).ToUnity(), CollisionHitDuration);
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}
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public void ShowHit(Vector3 point, float duration)
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{
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var shield = ShieldPrototype.Instantiate<ShieldAnimation>();
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// Cut 2 of docs/shield-panel-cut.md: this used to compute
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// normalize(shield.transform.InverseTransformPoint(point)) itself, duplicating
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// FieldDriver's projection against a different transform (Authority B vs A in the map's
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// §1). shield.transform sits at the same place as this ShieldManager's own transform (the
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// Shield prefab instance's pooled visual is parented under it with an identity local
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// offset), so this ShieldManager's ShieldEnvelope is the same envelope. Direction is a pick
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// of direction, not the true surface normal -- ShieldAnimation.Direction keeps its existing
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// meaning (R6's note that both existing consumers get away with normalize(p) because they
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// want a direction, not a normal).
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//
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// Every "Shield" object gets a ShieldEnvelope in this cut, but the operator rigs prefabs by
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// hand on their own schedule (Q5), so until Longinus.prefab/Djinni.prefab are actually
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// edited, every ship in the game has none yet. A missing envelope must therefore behave
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// exactly like the deleted code, not degrade -- a fallback that silently changes behaviour
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// (this used to hard-fail to a fixed direction) is worse than either the old code or a
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// loud failure. So this goes through ShieldEnvelope's own static fallback entry point
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// (one owner, no second copy of the maths) rather than recomputing the projection here.
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if (_envelope == null)
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{
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WarnMissingEnvelopeOnce();
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shield.Direction = ShieldEnvelope.SurfaceDirection(shield.transform, point);
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}
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else
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{
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shield.Direction = _envelope.SurfaceDirection(point);
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}
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shield.Duration = duration;
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}
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}
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