LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)
The 2026-08-06 audit found the shipping scene was still the abandoned co-op-Hades game with LANTERN combat bolted on, and that a third of the codebase was live code for a direction abandoned on 2026-07-13. Operator chose deletion over freezing: "everything is saved in source control if needed. I want the project to be clean." DELETED (~140 source files, Scripts 335->231, Tests 77->43): - Enemy variants + boss (H3). ChargerAuthoring / SpitterAuthoring / SwarmerAuthoring were attached to ZERO prefabs, so LungeState / SpitterState / SwarmerTag were never baked: ~272 lines of Bursted AI passes, BossAISystem (261 lines) and the whole MixBands escalation curve could not match a single chunk at runtime, while 734 lines of green tests certified them. Both shipping enemy prefabs were already byte-identical in stats. - Run/room lifecycle: RunDirector FSM, RunInfo/RunMap/RoomPlan/RoomTag, route select, portal interact, ready-check, room field/teardown. - Meta shop, prep loadout, boons (incl. KillRewardSystem and DashTrailDamageSystem, which existed only to serve boon flags). - Build palette + structures, shared storage, inventory/equipment (already recorded PAUSED in CLAUDE.md). - The HUD panels driving all of the above (HudSystem 1168 -> 610). KEPT deliberately: BaseGridMath + BaseAnchor (8 systems use PlotCenter for spawn rings, respawn and dynamic light), the resource ledger + StorageMath, the save system, region/relevancy. Three of these were in the delete set until I checked their consumers — worth remembering that the file-level manifest was wrong about them. Also folds in audit finding M5: PlayerClass was a second, server-only copy of the byte FrameId already replicates. It existed for the meta shop; with that gone, FrameId is the single frame identity. Harvest is now single-sink (ledger). HarvestMath keeps its shape so LANTERN's carried-vs-banked cargo split lands in one place, not two. 295/295 EditMode green, zero compile errors. Subscene re-bake and Play validation follow in the next commit. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -148,23 +148,10 @@ namespace ProjectM.Client
|
||||
}
|
||||
PruneUnseen(_barrelLights);
|
||||
|
||||
// ---- portal light (RoomExplore only) ----
|
||||
bool portalOn = false;
|
||||
if (SystemAPI.TryGetSingleton<RunInfo>(out var runInfo)
|
||||
&& runInfo.Lifecycle == RunLifecycle.RoomExplore
|
||||
&& SystemAPI.TryGetSingleton<BaseAnchor>(out var anchor))
|
||||
{
|
||||
portalOn = true;
|
||||
var pos = RegionMath.ExpeditionPortalPos(BaseGridMath.PlotCenter(anchor), (byte)(runInfo.CurrentRoom & 1));
|
||||
if (_portalLight == null) _portalLight = Rent();
|
||||
float baseI = cfg != null ? cfg.PortalIntensity : 3.5f;
|
||||
float amp = cfg != null ? cfg.PortalPulseAmp : 1.2f;
|
||||
_portalLight.color = cfg != null ? cfg.PortalColor : new Color(0.55f, 0.95f, 1f, 1f);
|
||||
_portalLight.range = cfg != null ? cfg.PortalRange : 13f;
|
||||
_portalLight.intensity = baseI + amp * Mathf.Sin(UnityEngine.Time.time * 4f);
|
||||
_portalLight.transform.position = new Vector3(pos.x, pos.y + 2.2f, pos.z);
|
||||
}
|
||||
if (!portalOn && _portalLight != null) { Return(_portalLight); _portalLight = null; }
|
||||
// 2026-08-07 audit purge: the room-exit portal light keyed off RunInfo.Lifecycle == RoomExplore.
|
||||
// Portals went with the run FSM; release any pooled light so nothing leaks.
|
||||
if (_portalLight != null) { Return(_portalLight); _portalLight = null; }
|
||||
|
||||
|
||||
// ---- impact flashes ----
|
||||
float now = UnityEngine.Time.time;
|
||||
|
||||
Reference in New Issue
Block a user