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>
57 lines
1.9 KiB
C#
57 lines
1.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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// Cut 4 (docs/fire-control-cut.md): the raycast, shield branch and SendHit are deleted -- FireControl already
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// decided this shot's fate before Fire() was ever called (R8), the same as Laser/Lightning (Cut 3). What is
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// left is pure endpoint presentation: draw to the target's current position when there is one, out to Range
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// otherwise.
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public class HitscanEffect : MonoBehaviour
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{
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public float Duration;
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public AnimationCurve IntensityCurve;
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public LineRenderer Line;
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public ParticleSystem LineEffect;
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public Prototype HitEffect;
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// Cut 4: FireControl.Fire's ShotId -- unused by this endpoint-only presentation today, kept so a future
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// pass can draw to the exact rolled cell instead of the target's overall position (Laser.ShotId).
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public int ShotId { get; set; }
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public Entity SourceEntity { get; set; }
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public float Range { get; set; }
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public Transform TargetTransform { get; set; }
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private float _startTime;
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private bool _active = false;
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public void Fire()
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{
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_startTime = Time.time;
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var length = TargetTransform != null
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? Vector3.Distance(transform.position, TargetTransform.position)
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: Range;
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Line.SetPosition(1, Vector3.forward * length);
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var emission = LineEffect.emission;
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emission.rateOverTimeMultiplier = length;
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var shape = LineEffect.shape;
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shape.position = Vector3.forward * (length / 2);
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shape.scale = Vector3.one * (length / 2);
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LineEffect.Play(true);
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_active = true;
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}
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void Update()
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{
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if (!_active) return;
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var lerp = (Time.time - _startTime) / Duration;
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if (lerp > 1)
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{
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GetComponent<Prototype>().ReturnToPool();
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return;
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}
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Line.widthMultiplier = IntensityCurve.Evaluate(lerp);
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}
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}
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