Combat: MC-4 combo-chain melee as the primary verb (DR-030)
Melee combo (left-click / pad-West) becomes the player's primary verb; the ranged projectile is demoted to right-click / pad-left-trigger. Predicted, owner-replicated combo Step (path-dependent -> [GhostField] anchor + absolute-write idempotency, NOT derived like the dash), server-only cleave mirroring ProjectileDamageSystem (SourceTick-stamped DamageEvent + KnockbackState), dash-cancellable movement-commit, 9 live TuningConfig knobs, and swing juice scaling with the combo step. The MC-6 archetype byte is deferred (the melee is its own verb). See DR-030. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -42,6 +42,9 @@ namespace ProjectM.Simulation
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// no stale i-frames / stuck-fast on respawn (DashSystem skips dead players via .WithDisabled<Dead>()).
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if (SystemAPI.HasComponent<DashState>(entity))
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SystemAPI.SetComponent(entity, default(DashState));
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// MC-4: clear any in-flight combo so a death mid-combo leaves no stale lock/step on respawn.
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if (SystemAPI.HasComponent<MeleeCombo>(entity))
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SystemAPI.SetComponent(entity, default(MeleeCombo));
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if (SystemAPI.HasComponent<CharacterComponent>(entity))
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{
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var cc = SystemAPI.GetComponent<CharacterComponent>(entity);
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