Add card-play VFX (streaks, glitch pop, status burst, lethal moment, shards, shimmer, combo)
Adds seven new VFX primitives to VFXManager and wires them into the
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.