Adds seven new VFX primitives to VFXManager and wires them into the combat damage paths. All effects respect the existing ReduceMotion accessibility toggle; existing damage-flavor color palette is shared across new effects so the player’s eye tracks one color from card-played through hit landing.

Tier 1 (cause/effect feedback):

  • FireProjectile - thin neon streak from played card to its target, color-flavored. Fires in ApplyDamageToEnemy + ApplyPiercingDamageToEnemy. CombatUIManager.LastCardLaunchRT captures the card’s screen position just before the hand refresh destroys the GameObject.
  • CardResolvePop - quick glitch flash + scale punch at the card’s position when played. Triggered from CombatUIManager.PlayCardFromHand.
  • StatusApplyBurst - small colored pop at the target’s status row when a debuff actually lands (post-shield, post-immunity). Hooked in ApplyStatusToEnemy and ApplyDebuffToPlayer.
  • LethalMoment - kill OR >=50 single-hit damage triggers screen flash
    • harder shake + brief Time.timeScale=0.15 hit-stop. Reduce-motion users get a moderate shake but no flash/hit-stop.

Tier 2 (texture):

  • HitParticleBurst - polygon-shard fragments fly outward, fall under gravity, rotate, fade. Fires only on real HP damage so pure-shield absorption stays quieter.
  • BlockShimmer - cyan scan-line wipe over player portrait when block or shield goes up. Suppresses on the 0-amount HUD-tickle that the debuff path fires.
  • ComboTick / ComboReset - magenta vignette fades in at 3+ cards/turn, intensifies through 6 cards. Per-turn counter + reset on Victory, Defeat, and SceneManager.sceneLoaded so the overlay never leaks.

Co-Authored-By: Claude Opus 4.7 (1M context) [email protected]


Commit 9b8df8a by astafford8488.