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:
2026-06-06 23:30:03 -07:00
parent 5a59d8e14f
commit 2fcff9a7a1
23 changed files with 8831 additions and 4 deletions
@@ -28,5 +28,16 @@ namespace ProjectM.Simulation
local = math.clamp(local, -1f, 1f);
return new float3(local.x, local.y, speed);
}
/// <summary>
/// Planar (XZ) forward from a world rotation, normalized. Degenerate -> world +Z. Used as the facing
/// for enemies (the server writes LocalTransform.Rotation toward the target each tick in EnemyAISystem).
/// </summary>
public static float2 PlanarForward(quaternion rot)
{
float3 f = math.mul(rot, new float3(0f, 0f, 1f));
float2 p = f.xz;
return math.lengthsq(p) > 1e-6f ? math.normalize(p) : new float2(0f, 1f);
}
}
}