Initial Combat Implementation
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#if UNITY_EDITOR
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using ProjectM.Simulation;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode;
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namespace ProjectM.Client
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{
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/// <summary>
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/// EDITOR-ONLY validation hook for driving the local player's <see cref="PlayerInput"/> without a
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/// real input device or a focused Game view. The Unity Input System ignores injected/real device
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/// input while the Game view is unfocused, which makes headless (MCP <c>execute_code</c>) or
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/// automated fire/move validation impossible through <see cref="PlayerInputGatherSystem"/> alone.
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/// <para>
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/// This system runs in <see cref="GhostInputSystemGroup"/> immediately AFTER the real gather and,
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/// when <see cref="Active"/> is set, overwrites the locally-owned player's input from static fields
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/// you can poke from a debugger / <c>execute_code</c> / an editor button. Because it writes the same
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/// <see cref="PlayerInput"/> the gather does, it drives the authentic command → prediction →
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/// AbilityFireSystem pipeline (not a shortcut), so it validates the real fire/move/auto-target path.
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/// </para>
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/// <para>
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/// Entirely wrapped in <c>#if UNITY_EDITOR</c>: it does not exist in player builds. Pair with
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/// <c>Application.runInBackground = true</c> so the unfocused editor keeps ticking. Usage from
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/// <c>execute_code</c>: <c>ProjectM.Client.DebugInputInjectionSystem.Fire();</c> (one shot),
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/// <c>...SetMove(0f, 1f);</c> (hold a move heading), <c>...SetAim(1f, 0f);</c>, <c>...Stop();</c>.
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/// </para>
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/// </summary>
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[UpdateInGroup(typeof(GhostInputSystemGroup))]
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[UpdateAfter(typeof(PlayerInputGatherSystem))]
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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public partial class DebugInputInjectionSystem : SystemBase
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{
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/// <summary>While true, this system overrides the local player's gathered input each frame.</summary>
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public static bool Active;
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/// <summary>Movement heading applied to PlayerInput.Move while <see cref="Active"/>.</summary>
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public static float2 Move;
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/// <summary>Aim vector applied to PlayerInput.Aim while <see cref="Active"/> (zero = face movement).</summary>
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public static float2 Aim;
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/// <summary>Frames remaining to hold the Fire event. Each held frame raises Fire.Set(); holding
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/// across several frames spans multiple network ticks so the one-shot event reliably reaches the
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/// command buffer (a single-frame pulse can be lost across the frame→tick boundary). 0 = idle.</summary>
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public static int FireFrames;
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/// <summary>Convenience: hold Fire for the next <paramref name="frames"/> frames (also enables
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/// override). The ability cooldown still gates how many shots actually result.</summary>
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public static void Fire(int frames = 10) { Active = true; FireFrames = math.max(FireFrames, frames); }
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/// <summary>Convenience: hold a planar move heading (also enables override).</summary>
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public static void SetMove(float x, float z) { Active = true; Move = new float2(x, z); }
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/// <summary>Convenience: hold an aim direction (also enables override).</summary>
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public static void SetAim(float x, float z) { Active = true; Aim = new float2(x, z); }
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/// <summary>Convenience: stop overriding and clear all injected input.</summary>
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public static void Stop() { Active = false; Move = default; Aim = default; FireFrames = 0; }
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protected override void OnCreate()
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{
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RequireForUpdate<PlayerInput>();
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}
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protected override void OnUpdate()
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{
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if (!Active)
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return;
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bool fire = FireFrames > 0;
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if (FireFrames > 0) FireFrames--;
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float2 move = Move;
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float2 aim = Aim;
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foreach (var input in SystemAPI.Query<RefRW<PlayerInput>>().WithAll<GhostOwnerIsLocal>())
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{
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input.ValueRW.Move = move;
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input.ValueRW.Aim = aim;
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if (fire)
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input.ValueRW.Fire.Set();
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}
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}
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}
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}
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#endif
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