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>
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@@ -86,7 +86,10 @@ namespace ProjectM.Server
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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var husk = ecb.Instantiate(prefabs[prefabIdx].Prefab);
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ecb.SetComponent(husk, LocalTransform.FromPosition(pos));
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// Preserve the prefab's baked variant Scale (a replicated [GhostField]) + rotation;
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// LocalTransform.FromPosition() would reset Scale->1, shrinking/growing animated variants.
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var baked = state.EntityManager.GetComponentData<LocalTransform>(prefabs[prefabIdx].Prefab);
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ecb.SetComponent(husk, baked.WithPosition(pos));
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// Husks belong to the base region (hidden from expedition players by relevancy).
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ecb.AddComponent(husk, new RegionTag { Region = RegionId.Base });
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ecb.Playback(state.EntityManager);
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