Combat feel: correct boss bar, player hit-flash, dash-to-move, finisher hit-stop

Boss bar reconstructs the true max client-side (Health.Max unreplicated) via
Kind==Charger + expedition-pos filter; boss slam telegraph = a full ground ring
at BossSlamRadius; IsAttacking OR's IsLunging. Player body flash on hurt (distinct
red, jitter-safe threshold). Dash toward movement input when moving else facing.
Warrior cone: muzzle-cue suppressed (cone arc is its cue). Minimal finisher-only
hit-stop (PrototypeCameraRig.Hold, behind FeelConfig flag; never Time.timeScale).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-05 20:21:32 -07:00
parent 3995af736c
commit 43d7cca2f8
7 changed files with 92 additions and 24 deletions
@@ -312,13 +312,25 @@ namespace ProjectM.Client
}
}
// Local-player fire feedback: AbilityCooldown.NextFireTick advances on each shot.
// C3: a CONE ability (the Warrior cleave) gets the dedicated cone-arc cue below, NOT the projectile muzzle
// flash + zap (those read as a ranged shot). Detect the local ability archetype once and gate the muzzle.
bool localIsCone = false;
if (_localPlayer != Entity.Null && EntityManager.HasComponent<AbilityRef>(_localPlayer)
&& SystemAPI.TryGetSingleton<AbilityDatabase>(out var muzDb) && muzDb.Value.IsCreated)
{
ref var muzAdb = ref muzDb.Value.Value;
if (muzAdb.TryGetAbility(EntityManager.GetComponentData<AbilityRef>(_localPlayer).Id, out var muzDef)
&& muzDef.Archetype == (byte)AbilityArchetype.Cone)
localIsCone = true;
}
// Local-player fire feedback: AbilityCooldown.NextFireTick advances on each shot.
// Raw uint inequality is intentional here: only the edge (a new shot) matters and the worst case
// of a tick wrap is a single dropped/duplicated muzzle flash — purely cosmetic, never the sim.
if (_localPlayer != Entity.Null && EntityManager.HasComponent<AbilityCooldown>(_localPlayer))
{
uint nextFire = EntityManager.GetComponentData<AbilityCooldown>(_localPlayer).NextFireTick;
if (_fireTickInit && nextFire != 0 && nextFire != _lastLocalFireTick)
if (_fireTickInit && nextFire != 0 && nextFire != _lastLocalFireTick && !localIsCone)
{
Burst(_muzzleFx, cfg != null ? cfg.Muzzle : null, (Vector3)localPos + Vector3.up * 0.9f, 8);
PlayClip(_fireClip, (Vector3)localPos, 0.5f);
@@ -398,7 +410,11 @@ namespace ProjectM.Client
if (FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
RumbleUtil.Pulse(FeelConfig.RumbleHit * 0.6f, FeelConfig.RumbleHit, FeelConfig.RumbleDurationSec);
}
if (finisher) PrototypeCameraRig.PunchFov(FeelConfig.DashFovKick * 0.6f, FeelConfig.HitStopDurationMs);
if (finisher)
{
PrototypeCameraRig.PunchFov(FeelConfig.DashFovKick * 0.6f, FeelConfig.HitStopDurationMs);
if (FeelConfig.HitStopFreezeEnabled) PrototypeCameraRig.Hold(FeelConfig.HitStopMaxFrames); // C4: a beat of crunch on the combo finisher (the deliberate payoff hit)
}
}
_lastLocalSwingTick = mc.SwingStartTick;
_swingTickInit = true;
@@ -938,6 +954,8 @@ namespace ProjectM.Client
if (_fxRoot == null || _dangerMat == null) return;
Unity.NetCode.NetworkTick serverTick = SystemAPI.TryGetSingleton<NetworkTime>(out var nt) ? nt.ServerTick : default;
_dangerSeen.Clear();
bool bossRoom = SystemAPI.TryGetSingleton<RunInfo>(out var dangerRi) && dangerRi.Lifecycle == RunLifecycle.InRoom && dangerRi.CurrentRoomType == RoomTypeId.Boss; // A7: in a Boss room the Charger-kind enemy IS the boss (adds are swarmers)
if (serverTick.IsValid)
{
foreach (var (xf, stats, windup, tele, entity) in
@@ -946,6 +964,8 @@ namespace ProjectM.Client
{
// Feature D: a committed Charger lunge keeps the cue ALIVE past windup (AttackWindup zeroes at commit).
bool lunging = SystemAPI.HasComponent<IsLunging>(entity) && SystemAPI.IsComponentEnabled<IsLunging>(entity);
bool isBoss = bossRoom && tele.ValueRO.Kind == ZoneEnemyMath.KindCharger; // A7: boss radial SLAM telegraph
uint until = windup.ValueRO.WindUpUntilTick;
if (until == 0u && !lunging) continue;
@@ -961,7 +981,7 @@ namespace ProjectM.Client
int remaining = untilTick.TicksSince(serverTick);
// Feature C: per-enemy windup duration (baked, client-safe) -> ramps 0->1 ending AT impact for
// any windup length (fixes the Charger plateauing early under the old hard-coded 22).
float windupDur = math.max(1f, tele.ValueRO.WindupTicks);
float windupDur = isBoss ? Tuning.BossSlamWindupTicks : math.max(1f, tele.ValueRO.WindupTicks); // A7: ramp over the boss's real slam wind-up
intensity = math.saturate(1f - remaining / windupDur);
// Near-impact strike beep (deferred-items pass): a "dodge NOW" cue once per windup, gated to
@@ -1003,7 +1023,13 @@ namespace ProjectM.Client
}
float coneRange = math.max(1f, stats.ValueRO.AttackRange + 0.6f);
if (lunging) coneRange += 1.5f; // forward-stretch the wedge to read the committed travel
if (tele.ValueRO.Kind == ZoneEnemyMath.KindSpitter)
if (isBoss)
{
// A7: the boss SLAM is RADIAL (Tuning.BossSlamRadius) -> paint a FULL ground ring so the tell
// matches the hit area (a forward wedge sized to melee reach would lie about a radial AoE).
BuildDangerMesh(go.GetComponent<MeshFilter>().sharedMesh, Tuning.BossSlamRadius, 3.14159f, intensity);
}
else if (tele.ValueRO.Kind == ZoneEnemyMath.KindSpitter)
{
// MC-3: a Spitter is a RANGED threat — a melee wedge at its feet is useless. Paint a thin aim
// LANE along its (face-locked) facing out to projectile reach during wind-up, brightening as the