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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@@ -28,5 +28,16 @@ namespace ProjectM.Simulation
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local = math.clamp(local, -1f, 1f);
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return new float3(local.x, local.y, speed);
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}
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/// <summary>
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/// Planar (XZ) forward from a world rotation, normalized. Degenerate -> world +Z. Used as the facing
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/// for enemies (the server writes LocalTransform.Rotation toward the target each tick in EnemyAISystem).
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/// </summary>
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public static float2 PlanarForward(quaternion rot)
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{
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float3 f = math.mul(rot, new float3(0f, 0f, 1f));
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float2 p = f.xz;
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return math.lengthsq(p) > 1e-6f ? math.normalize(p) : new float2(0f, 1f);
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}
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}
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}
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