Animate enemies: client-derived Rukhanka rigs (Werewolf/Kaiju Husks)
Extends the DR-022 player pipeline to Husk enemies. A Husk is an ownerless interpolated ghost = structurally a remote player, so the new client-only EnemyAnimationDriveSystem mirrors PlayerAnimationDriveSystem's remote path: velocity from LocalTransform-delta (prevPos cache, pruned every frame), facing from LocalTransform.Rotation (AnimParamMath.PlanarForward), maxSpeed from baked EnemyStats, IsAttacking from the already-replicated AttackWindup telegraph. No new [GhostField], no server/asmdef/ghost-hash change. Monster-mash roster: Werewolf (Grunt), Werewolf-Undead (Swarmer), Kaiju (Brute), built by the reusable, GUID-preserving EnemyRigTools editor tool (materials + AC_EnemyTopDown + EnemyAttackWindup clip + 3 rigged prefabs). WaveSystem now preserves the baked variant Scale (was reset to 1 by LocalTransform.FromPosition). See DR-023. EditMode 208/208; validated in Play (rigs skin, scales replicate, locomotion + attack telegraph drive correctly). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a6c2004a3cc32cc44b1bb7a795f86519
|
||||
PrefabImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user