Further Tests & Progress
This commit is contained in:
@@ -38,7 +38,10 @@ namespace ProjectM.Client
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float3 _lastKbmGroundPoint; // last valid cursor ground point (held when the projection misses)
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bool _haveKbmPoint; // true after the first valid KBM ground hit
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bool _cursorHidden; // tracks the applied Cursor.visible state (avoid per-frame churn)
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bool _cursorTouched; // we changed the OS cursor at least once -> restore on destroy
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bool _cursorTouched;
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GameObject _tether;
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LineRenderer _tetherLine;
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Material _tetherMat; // we changed the OS cursor at least once -> restore on destroy
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protected override void OnStartRunning()
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{
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@@ -52,9 +55,12 @@ namespace ProjectM.Client
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bool haveTarget = false;
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float3 ringPos = default;
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float3 lpPos = default;
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float2 lpFacing = default;
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EntityManager.CompleteDependencyBeforeRO<LocalTransform>();
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EntityManager.CompleteDependencyBeforeRO<PlayerFacing>();
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EntityManager.CompleteDependencyBeforeRO<Health>();
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foreach (var (xform, facing) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<PlayerFacing>>()
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.WithAll<GhostOwnerIsLocal, PlayerTag>())
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@@ -87,6 +93,8 @@ namespace ProjectM.Client
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}
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ringPos.y += ReticleLiftY;
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lpPos = playerPos;
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lpFacing = facing.ValueRO.Direction;
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haveTarget = true;
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break;
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}
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@@ -97,6 +105,43 @@ namespace ProjectM.Client
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if (_reticle.activeSelf != haveTarget) _reticle.SetActive(haveTarget);
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}
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// Lock-on tether (cosmetic aim HINT - the client computes nearest enemy itself; the server's actual
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// gamepad auto-target cone may differ, so divergence is acceptable, not a bug).
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bool tetherShown = false;
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if (_tetherLine != null && haveTarget && FeelConfig.LockOnEnabled
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&& (!FeelConfig.LockOnGamepadOnly || scheme == InputSchemeId.Gamepad))
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{
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float2 fdir = lpFacing;
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if (math.lengthsq(fdir) < 1e-6f) fdir = new float2(0f, 1f);
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fdir = math.normalize(fdir);
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float rangeSq = FeelConfig.LockOnRange * FeelConfig.LockOnRange;
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float cone = math.cos(math.radians(FeelConfig.LockOnArcDegrees));
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float bestSq = float.MaxValue;
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float3 bestPos = default;
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bool found = false;
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foreach (var (hx, hh) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>().WithAll<EnemyTag>())
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{
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if (hh.ValueRO.Current <= 0f) continue;
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float3 hp = hx.ValueRO.Position;
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float2 to = hp.xz - lpPos.xz;
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float sq = math.lengthsq(to);
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if (sq > rangeSq || sq < 1e-6f) continue;
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if (math.dot(fdir, math.normalize(to)) < cone) continue;
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if (sq < bestSq) { bestSq = sq; bestPos = hp; found = true; }
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}
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if (found)
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{
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_tetherLine.startColor = FeelConfig.LockOnLineColor;
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_tetherLine.endColor = FeelConfig.LockOnLineColor;
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_tetherLine.widthMultiplier = FeelConfig.LockOnLineWidth;
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_tetherLine.SetPosition(0, (Vector3)ringPos);
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_tetherLine.SetPosition(1, new Vector3(bestPos.x, ringPos.y, bestPos.z));
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tetherShown = true;
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}
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}
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if (_tether != null && _tether.activeSelf != tetherShown) _tether.SetActive(tetherShown);
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// Hide the OS cursor only while aiming AND focused; restore otherwise (focus loss / pre-spawn) so an
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// unfocused editor or a windowed session is never stranded with an invisible pointer.
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bool wantHidden = haveTarget && Application.isFocused;
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@@ -131,6 +176,8 @@ namespace ProjectM.Client
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if (_reticle != null) Object.Destroy(_reticle);
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if (_reticleMat != null) Object.Destroy(_reticleMat);
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if (_ringTex != null) Object.Destroy(_ringTex);
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if (_tether != null) Object.Destroy(_tether);
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if (_tetherMat != null) Object.Destroy(_tetherMat);
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}
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void BuildReticle()
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@@ -154,6 +201,25 @@ namespace ProjectM.Client
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_reticle.transform.rotation = Quaternion.Euler(90f, 0f, 0f); // lay flat on the ground
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_reticle.transform.localScale = new Vector3(ReticleSize, ReticleSize, 1f);
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_reticle.SetActive(false);
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// Lock-on tether line (persistent; built once, GC-clean). Own material so the ring texture doesn't tint it.
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var lineShader = Shader.Find("Sprites/Default");
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if (lineShader == null) lineShader = Shader.Find("Universal Render Pipeline/Particles/Unlit");
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_tetherMat = new Material(lineShader) { color = Color.white };
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_tether = new GameObject("~AimTether");
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_tetherLine = _tether.AddComponent<LineRenderer>();
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_tetherLine.material = _tetherMat;
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_tetherLine.positionCount = 2;
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_tetherLine.useWorldSpace = true;
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_tetherLine.numCapVertices = 2;
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_tetherLine.alignment = LineAlignment.View;
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_tetherLine.textureMode = LineTextureMode.Stretch;
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_tetherLine.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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_tetherLine.receiveShadows = false;
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_tetherLine.startColor = FeelConfig.LockOnLineColor;
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_tetherLine.endColor = FeelConfig.LockOnLineColor;
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_tetherLine.widthMultiplier = FeelConfig.LockOnLineWidth;
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_tether.SetActive(false);
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}
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// ---- procedural ring texture (asset-free, like HudSystem's code-built uGUI) ----
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@@ -0,0 +1,147 @@
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using ProjectM.Simulation;
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using Unity.Entities;
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using Unity.NetCode;
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using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-only AMBIENT audio + cycle-phase stingers. A managed presentation <see cref="SystemBase"/>
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/// (<see cref="PresentationSystemGroup"/>, main thread, no Burst) that OBSERVES the replicated
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/// <see cref="CycleState"/> and never touches the simulation. On start it plays a low, seamless-looping
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/// procedural drone (asset-free, <c>AudioClip.Create</c> like <c>CombatFeedbackSystem.MakeClip</c>); each
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/// time the cycle phase changes it plays a short procedural stinger and eases the drone's intensity by phase
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/// (calmer at base, tenser during Defend / "wave incoming"). Lives only in the client world, so the server
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/// never creates audio and nothing here affects determinism. Volumes are deliberately conservative + tunable.
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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[UpdateInGroup(typeof(PresentationSystemGroup))]
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public partial class AmbientAudioSystem : SystemBase
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{
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AudioSource _ambient;
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AudioClip _ambientClip;
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AudioClip _stingExpedition;
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AudioClip _stingDefend;
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AudioClip _stingBuild;
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GameObject _root;
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byte _lastPhase;
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bool _phaseInit;
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const float AmbientBaseVolume = 0.10f; // low bed; Defend eases up to ~1.7x
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protected override void OnCreate()
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{
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_ambientClip = MakeDrone();
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_stingExpedition = MakeSting(520f, 880f, 0.45f, 0.30f); // airy rising "deploy"
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_stingDefend = MakeSting(300f, 140f, 0.55f, 0.42f); // tense falling "wave incoming"
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_stingBuild = MakeSting(440f, 660f, 0.40f, 0.26f); // soft confirm
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}
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protected override void OnStartRunning()
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{
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if (_root != null) return;
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_root = new GameObject("~AmbientAudio");
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_ambient = _root.AddComponent<AudioSource>();
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_ambient.clip = _ambientClip;
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_ambient.loop = true;
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_ambient.playOnAwake = false;
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_ambient.spatialBlend = 0f; // 2D bed
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_ambient.volume = AmbientBaseVolume;
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_ambient.Play();
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}
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protected override void OnDestroy()
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{
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if (_root != null) Object.Destroy(_root);
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}
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protected override void OnUpdate()
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{
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if (_ambient == null) return;
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if (!SystemAPI.TryGetSingleton<CycleState>(out var cyc)) return;
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byte phase = cyc.Phase;
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if (!_phaseInit)
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{
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_lastPhase = phase; // adopt the current phase silently (no stinger on first observe)
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_phaseInit = true;
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}
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else if (phase != _lastPhase)
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{
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PlaySting(phase);
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_lastPhase = phase;
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}
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// Ease the drone intensity toward the phase target (tenser during Defend).
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float target = phase == CyclePhase.Defend ? AmbientBaseVolume * 1.7f : AmbientBaseVolume;
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_ambient.volume = Mathf.MoveTowards(_ambient.volume, target, SystemAPI.Time.DeltaTime * 0.25f);
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}
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void PlaySting(byte phase)
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{
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AudioClip clip = phase == CyclePhase.Defend ? _stingDefend
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: phase == CyclePhase.Build ? _stingBuild
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: _stingExpedition;
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if (clip != null && _ambient != null)
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_ambient.PlayOneShot(clip, 0.6f);
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}
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// ---- Procedural audio (asset-free; mirrors CombatFeedbackSystem.MakeClip) ----
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// A low, seamless-looping pad: each partial completes an integer number of cycles over the buffer
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// (freq snapped to k/duration) so the loop point has no click. A slow tremolo adds motion.
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static AudioClip MakeDrone()
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{
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const int rate = 44100;
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const float dur = 4f;
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int len = (int)(dur * rate);
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var clip = AudioClip.Create("ambient_drone", len, 1, rate, false);
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var data = new float[len];
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float f0 = Snap(55f, dur); // sub
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float f1 = Snap(110f, dur); // root
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float f2 = Snap(164.81f, dur); // fifth-ish
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float f3 = Snap(220f, dur);
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float trem = Snap(0.5f, dur); // slow amplitude wobble
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for (int i = 0; i < len; i++)
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{
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float t = i / (float)rate;
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float s = 0.50f * Mathf.Sin(2f * Mathf.PI * f0 * t)
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+ 0.35f * Mathf.Sin(2f * Mathf.PI * f1 * t)
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+ 0.18f * Mathf.Sin(2f * Mathf.PI * f2 * t)
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+ 0.10f * Mathf.Sin(2f * Mathf.PI * f3 * t);
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float amp = 0.75f + 0.25f * Mathf.Sin(2f * Mathf.PI * trem * t);
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data[i] = s * amp * 0.5f; // peak ~0.57, no clipping
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}
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clip.SetData(data, 0);
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return clip;
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}
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// freq snapped so freq*dur is an integer -> the waveform closes seamlessly at the loop point.
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static float Snap(float freq, float dur)
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{
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float cycles = Mathf.Max(1f, Mathf.Round(freq * dur));
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return cycles / dur;
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}
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// Short one-shot tone sweeping f0->f1 with an exponential decay envelope.
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static AudioClip MakeSting(float f0, float f1, float dur, float vol)
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{
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const int rate = 44100;
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int len = Mathf.Max(16, (int)(dur * rate));
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var clip = AudioClip.Create("sting", len, 1, rate, false);
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var data = new float[len];
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float phase = 0f;
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for (int i = 0; i < len; i++)
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{
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float t = i / (float)len;
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float env = Mathf.Exp(-3.5f * t);
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float freq = Mathf.Lerp(f0, f1, t);
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phase += 2f * Mathf.PI * freq / rate;
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data[i] = Mathf.Sin(phase) * env * vol;
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}
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clip.SetData(data, 0);
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return clip;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: a72ff134349646a408c917908bd6613c
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@@ -35,7 +35,7 @@ namespace ProjectM.Client
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[UpdateInGroup(typeof(PresentationSystemGroup))]
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public partial class CombatFeedbackSystem : SystemBase
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{
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struct FxCache { public float Hp; public float3 Pos; public bool IsEnemy; }
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struct FxCache { public float Hp; public float3 Pos; public bool IsEnemy; public uint Windup; }
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readonly Dictionary<Entity, FxCache> _cache = new();
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readonly HashSet<Entity> _seen = new();
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@@ -55,6 +55,7 @@ namespace ProjectM.Client
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AudioClip _hitClip;
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AudioClip _deathClip;
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AudioClip _fireClip;
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AudioClip _telegraphClip;
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Entity _localPlayer = Entity.Null;
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uint _lastLocalFireTick;
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@@ -70,6 +71,7 @@ namespace ProjectM.Client
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_hitClip = MakeClip("husk_hit", 640f, 180f, 0.10f, 0.5f, noise: true);
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_deathClip = MakeClip("husk_death", 320f, 50f, 0.34f, 0.55f, noise: false);
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_fireClip = MakeClip("fire", 880f, 1500f, 0.07f, 0.30f, noise: false);
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_telegraphClip = MakeClip("telegraph", 680f, 1020f, 0.12f, 0.35f, noise: false);
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}
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protected override void OnStartRunning()
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@@ -101,6 +103,7 @@ namespace ProjectM.Client
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// Make sure predicted/physics jobs writing these are done before this main-thread read.
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EntityManager.CompleteDependencyBeforeRO<Health>();
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EntityManager.CompleteDependencyBeforeRO<LocalTransform>();
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EntityManager.CompleteDependencyBeforeRO<AttackWindup>();
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// Resolve the local player (for hit colouring + fire feedback).
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_localPlayer = Entity.Null;
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@@ -121,28 +124,45 @@ namespace ProjectM.Client
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float cur = health.ValueRO.Current;
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float3 p = xf.ValueRO.Position;
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bool isEnemy = SystemAPI.HasComponent<EnemyTag>(entity);
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uint windup = isEnemy && SystemAPI.HasComponent<AttackWindup>(entity) ? SystemAPI.GetComponent<AttackWindup>(entity).WindUpUntilTick : 0u;
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bool isLocalPlayer = entity == _localPlayer;
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if (_cache.TryGetValue(entity, out var prev))
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{
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if (isEnemy && windup != 0 && prev.Windup == 0)
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{
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// Attack telegraph: the wind-up just began -> warn the player ~0.3s before the strike lands.
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Burst(_hitFx, null, (Vector3)p + Vector3.up * 1.2f, 6);
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PlayClip(_telegraphClip, (Vector3)p, 0.5f);
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}
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if (cur < prev.Hp - 0.001f)
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{
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SpawnNumber(prev.Hp - cur, (Vector3)p, isLocalPlayer, cam);
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Burst(_hitFx, cfg != null ? cfg.Hit : null, (Vector3)p + Vector3.up * 0.8f, 10);
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PlayClip(_hitClip, (Vector3)p, 0.7f);
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PrototypeCameraRig.AddShake(isLocalPlayer ? 0.32f : 0.10f);
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Burst(_hitFx, cfg != null ? cfg.Hit : null, (Vector3)p + Vector3.up * 0.8f, FeelConfig.HitBurstCount);
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PlayClip(_hitClip, (Vector3)p, FeelConfig.HitSfxVolume);
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PrototypeCameraRig.AddShake(isLocalPlayer ? FeelConfig.HitShakeLocal : FeelConfig.HitShakeRemote);
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if (isLocalPlayer) PrototypeCameraRig.PunchFov(FeelConfig.HitStopFovKick, FeelConfig.HitStopDurationMs);
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}
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// Respawn recovery: the LOCAL player's Health rising from <=0 back to positive. No healing
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// mechanic exists, so a 0 -> positive edge is unambiguously a respawn (observer-only).
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if (isLocalPlayer && FeelConfig.RespawnShimmerEnabled && cur > prev.Hp + 0.001f && prev.Hp <= 0f)
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{
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Burst(_muzzleFx, null, (Vector3)p + Vector3.up * 0.6f, FeelConfig.RespawnShimmerBurst);
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PrototypeCameraRig.AddShake(FeelConfig.RespawnShimmerShake);
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}
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// Player death (players don't despawn — they respawn; Husk death is handled on prune).
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if (!isEnemy && cur <= 0f && prev.Hp > 0f)
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{
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Burst(_deathFx, PlayerDeathPrefab(cfg), (Vector3)p + Vector3.up * 0.5f, 28);
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Burst(_deathFx, PlayerDeathPrefab(cfg), (Vector3)p + Vector3.up * 0.5f, FeelConfig.DeathBurstCount);
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PlayClip(_deathClip, (Vector3)p, 0.7f);
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PrototypeCameraRig.AddShake(isLocalPlayer ? 0.5f : 0.25f);
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PrototypeCameraRig.AddShake(isLocalPlayer ? FeelConfig.PlayerDeathShake : FeelConfig.RemotePlayerDeathShake);
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}
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}
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_cache[entity] = new FxCache { Hp = cur, Pos = p, IsEnemy = isEnemy };
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_cache[entity] = new FxCache { Hp = cur, Pos = p, IsEnemy = isEnemy, Windup = windup };
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}
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// Prune despawned ghosts. A Husk that vanished was killed -> death VFX at its last position.
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@@ -157,9 +177,10 @@ namespace ProjectM.Client
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var c = _cache[_stale[i]];
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if (c.IsEnemy)
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{
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Burst(_deathFx, cfg != null ? cfg.EnemyDeath : null, (Vector3)c.Pos + Vector3.up * 0.5f, 28);
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PlayClip(_deathClip, (Vector3)c.Pos, 0.65f);
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PrototypeCameraRig.AddShake(0.16f);
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Burst(_deathFx, cfg != null ? cfg.EnemyDeath : null, (Vector3)c.Pos + Vector3.up * 0.5f, Mathf.Max(1, Mathf.RoundToInt(FeelConfig.DeathBurstCount * FeelConfig.KillBurstScale)));
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PlayClip(_deathClip, (Vector3)c.Pos, FeelConfig.KillSfxVolume);
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PrototypeCameraRig.AddShake(FeelConfig.KillShake);
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PrototypeCameraRig.PunchFov(FeelConfig.KillFovKick, FeelConfig.HitStopDurationMs);
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}
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_cache.Remove(_stale[i]);
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}
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@@ -0,0 +1,113 @@
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using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Live-tunable knobs for the client-only COMBAT-FEEL slice (Stage E). A static bridge — mirrors
|
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/// <see cref="AimPresentation"/> — so values can be poked at runtime via MCP <c>execute_code</c>
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/// (e.g. <c>ProjectM.Client.FeelConfig.HitShakeLocal = 0.4f;</c>) WITHOUT a recompile, for interactive
|
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/// tuning. Read ONLY by client-presentation systems (<see cref="CombatFeedbackSystem"/>,
|
||||
/// <see cref="AimReticleSystem"/>) and the <see cref="PrototypeCameraRig"/> MonoBehaviour — all non-Burst,
|
||||
/// main-thread. NEVER read these from a <c>[BurstCompile]</c> system (managed-static + Color/enum-in-Burst
|
||||
/// hazards); they are presentation-only and never touch the deterministic simulation.
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||||
/// <para>
|
||||
/// Defaults match the values previously hardcoded in CombatFeedbackSystem so behaviour is byte-identical
|
||||
/// until a knob is poked. <see cref="ResetDefaults"/> re-stamps every field on play-enter via
|
||||
/// <c>[RuntimeInitializeOnLoadMethod(SubsystemRegistration)]</c> because statics survive fast-enter-playmode
|
||||
/// domain reloads — without it a poked value would leak across play-enters and flash stale feel (the exact
|
||||
/// bug <see cref="AimPresentation"/>'s reset prevents).
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public static class FeelConfig
|
||||
{
|
||||
// ---- Feature 1: hit camera punch + (camera-only) hit-stop ----
|
||||
/// <summary>Camera shake when the LOCAL player is hit (fed to PrototypeCameraRig.AddShake, clamp 0.8).</summary>
|
||||
public static float HitShakeLocal;
|
||||
/// <summary>Camera shake when a remote player / Husk is hit.</summary>
|
||||
public static float HitShakeRemote;
|
||||
/// <summary>Hit-spark particle burst count (procedural fallback path).</summary>
|
||||
public static int HitBurstCount;
|
||||
/// <summary>Hit SFX volume.</summary>
|
||||
public static float HitSfxVolume;
|
||||
/// <summary>Degrees of transient FOV "kick" on a LOCAL hit — the netcode-safe hit-stop (NEVER Time.timeScale). 0 = off.</summary>
|
||||
public static float HitStopFovKick;
|
||||
/// <summary>Milliseconds the FOV kick eases back to base.</summary>
|
||||
public static float HitStopDurationMs;
|
||||
|
||||
// ---- Feature 1/2: death camera punch ----
|
||||
/// <summary>Camera shake on LOCAL player death (loudest event by design).</summary>
|
||||
public static float PlayerDeathShake;
|
||||
/// <summary>Camera shake on a remote player's death.</summary>
|
||||
public static float RemotePlayerDeathShake;
|
||||
/// <summary>Base death-burst particle count (player death + Husk-death base).</summary>
|
||||
public static int DeathBurstCount;
|
||||
|
||||
// ---- Feature 2: kill-shot fanfare (Husk death) ----
|
||||
/// <summary>Camera shake on a Husk kill (nudged above a glancing hit, kept under PlayerDeathShake).</summary>
|
||||
public static float KillShake;
|
||||
/// <summary>Multiplier on DeathBurstCount for a Husk kill (result clamped by MaxActiveVfx).</summary>
|
||||
public static float KillBurstScale;
|
||||
/// <summary>Optional FOV kick on a kill (degrees). 0 = off.</summary>
|
||||
public static float KillFovKick;
|
||||
/// <summary>Husk-death SFX volume.</summary>
|
||||
public static float KillSfxVolume;
|
||||
|
||||
// ---- Feature 3: respawn shimmer / fade-in (local player recovery) ----
|
||||
/// <summary>Master gate for the local-player respawn shimmer.</summary>
|
||||
public static bool RespawnShimmerEnabled;
|
||||
/// <summary>Particle burst count for the recovery shimmer.</summary>
|
||||
public static int RespawnShimmerBurst;
|
||||
/// <summary>Light camera punch on recovery so respawn reads as "reinforcing".</summary>
|
||||
public static float RespawnShimmerShake;
|
||||
|
||||
// ---- Feature 4: reticle lock-on tether (cosmetic aim HINT) ----
|
||||
/// <summary>Master gate for the lock-on tether.</summary>
|
||||
public static bool LockOnEnabled;
|
||||
/// <summary>Show the tether only on the Gamepad scheme (mirrors the server's gamepad-only auto-target assist).</summary>
|
||||
public static bool LockOnGamepadOnly;
|
||||
/// <summary>Max world distance from the player to a tethered Husk.</summary>
|
||||
public static float LockOnRange;
|
||||
/// <summary>Forward half-arc (degrees) around PlayerFacing within which a Husk is eligible.</summary>
|
||||
public static float LockOnArcDegrees;
|
||||
/// <summary>Tether line tint (subtle highlight, not a laser).</summary>
|
||||
public static Color LockOnLineColor;
|
||||
/// <summary>Tether line width (world units).</summary>
|
||||
public static float LockOnLineWidth;
|
||||
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
|
||||
public static void ResetDefaults()
|
||||
{
|
||||
// Feature 1
|
||||
HitShakeLocal = 0.32f;
|
||||
HitShakeRemote = 0.10f;
|
||||
HitBurstCount = 10;
|
||||
HitSfxVolume = 0.70f;
|
||||
HitStopFovKick = 1.5f;
|
||||
HitStopDurationMs = 90f;
|
||||
|
||||
// Feature 1/2 death
|
||||
PlayerDeathShake = 0.50f;
|
||||
RemotePlayerDeathShake = 0.25f;
|
||||
DeathBurstCount = 28;
|
||||
|
||||
// Feature 2 kill-shot
|
||||
KillShake = 0.20f;
|
||||
KillBurstScale = 1.5f;
|
||||
KillFovKick = 1.0f;
|
||||
KillSfxVolume = 0.75f;
|
||||
|
||||
// Feature 3 respawn
|
||||
RespawnShimmerEnabled = true;
|
||||
RespawnShimmerBurst = 24;
|
||||
RespawnShimmerShake = 0.12f;
|
||||
|
||||
// Feature 4 tether
|
||||
LockOnEnabled = true;
|
||||
LockOnGamepadOnly = true;
|
||||
LockOnRange = 9.0f;
|
||||
LockOnArcDegrees = 60f;
|
||||
LockOnLineColor = new Color(0.55f, 0.9f, 1f, 0.35f);
|
||||
LockOnLineWidth = 0.05f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: be55ae1703fcd284bbc1acddb417133c
|
||||
@@ -60,7 +60,7 @@ namespace ProjectM.Client
|
||||
var endTick = new NetworkTick(cyc.PhaseEndTick);
|
||||
string detail;
|
||||
if (cyc.Phase == CyclePhase.Defend)
|
||||
detail = _huskQuery.CalculateEntityCount() + " HUSKS";
|
||||
detail = "WAVE " + cyc.WaveNumber + " - " + _huskQuery.CalculateEntityCount() + " HUSKS";
|
||||
else if (haveTick && cyc.PhaseEndTick != 0 && endTick.IsValid && endTick.IsNewerThan(nt.ServerTick))
|
||||
detail = (endTick.TicksSince(nt.ServerTick) / 60) + "s";
|
||||
else
|
||||
|
||||
@@ -33,6 +33,10 @@ namespace ProjectM.Client
|
||||
/// <summary>Local player's planar facing (XZ), published each client tick for the aim look-ahead.</summary>
|
||||
public static float2 TargetFacing;
|
||||
|
||||
/// <summary>Local player's planar MOVEMENT input (XZ), published each tick for the movement-based camera
|
||||
/// look-ahead. Leading toward MOVEMENT (not aim/facing) keeps a stationary aim from "swimming" as the camera pans.</summary>
|
||||
public static float2 TargetMoveDir;
|
||||
|
||||
/// <summary>Accumulated camera-shake amplitude (world units), decayed each LateUpdate. Driven by
|
||||
/// AddShake from the client combat-feedback layer (presentation only, netcode-safe - never the sim).</summary>
|
||||
static float s_shake;
|
||||
@@ -40,6 +44,20 @@ namespace ProjectM.Client
|
||||
/// <summary>Add a one-shot camera-shake impulse (clamped). Called by CombatFeedbackSystem on hits/deaths.</summary>
|
||||
public static void AddShake(float amount) => s_shake = Mathf.Min(s_shake + amount, 0.8f);
|
||||
|
||||
/// <summary>Transient additive FOV "kick" (degrees) - the netcode-safe hit-stop. Decayed each LateUpdate.</summary>
|
||||
static float s_fovKick;
|
||||
static float s_fovLambda = 30f; // ease-back rate; PunchFov sets it from the requested duration
|
||||
|
||||
/// <summary>Add a one-shot FOV kick eased back over <paramref name="durationMs"/>. Presentation only
|
||||
/// (NEVER Time.timeScale, which would desync the deterministic predicted sim).</summary>
|
||||
public static void PunchFov(float degrees, float durationMs)
|
||||
{
|
||||
if (degrees <= 0f) return;
|
||||
s_fovKick = Mathf.Max(s_fovKick, degrees);
|
||||
float durSec = Mathf.Max(0.02f, durationMs * 0.001f);
|
||||
s_fovLambda = 3f / durSec; // ~95% decayed after durSec (3 time constants)
|
||||
}
|
||||
|
||||
[Header("Angle (degrees)")]
|
||||
[Range(10f, 89f)] public float Pitch = 45f;
|
||||
[Range(-180f, 180f)] public float Yaw = 0f;
|
||||
@@ -60,7 +78,7 @@ namespace ProjectM.Client
|
||||
[Tooltip("What to frame before a local player exists (edit mode / pre-spawn).")]
|
||||
public Vector3 FallbackTarget = new Vector3(3f, 0f, 4f);
|
||||
|
||||
[Header("Aim look-ahead")]
|
||||
[Header("Movement look-ahead")]
|
||||
[Tooltip("Shift the framed point this many world units toward where the player is aiming (0 = off). " +
|
||||
"Leads the camera toward the cursor / stick so aiming feels grounded. Smoothed by FollowSharpness.")]
|
||||
[Range(0f, 8f)] public float AimLeadDistance = 2.5f;
|
||||
@@ -74,18 +92,22 @@ namespace ProjectM.Client
|
||||
if (_cam == null) _cam = GetComponent<Camera>();
|
||||
|
||||
_cam.orthographic = Orthographic;
|
||||
_cam.fieldOfView = FieldOfView;
|
||||
_cam.fieldOfView = FieldOfView + s_fovKick;
|
||||
if (s_fovKick > 0.001f)
|
||||
s_fovKick = Mathf.Lerp(s_fovKick, 0f, 1f - Mathf.Exp(-s_fovLambda * Time.deltaTime));
|
||||
else
|
||||
s_fovKick = 0f;
|
||||
_cam.orthographicSize = OrthoSize;
|
||||
|
||||
Vector3 target = HasTarget ? (Vector3)TargetWorldPos : FallbackTarget;
|
||||
target.y += TargetHeight;
|
||||
|
||||
// Aim look-ahead: lead the framed point toward the player's facing (cursor on KBM, stick on pad).
|
||||
// Driven off the replicated PlayerFacing (not the live cursor projection) so there is no feedback
|
||||
// loop with the reticle's camera-dependent ground projection. Smoothed by the FollowSharpness lerp.
|
||||
if (AimLeadDistance > 0f && HasTarget && math.lengthsq(TargetFacing) > 1e-6f)
|
||||
// Movement look-ahead: lead the framed point toward where the player is MOVING (not aiming).
|
||||
// Leading toward AIM coupled the camera to the cursor: turning to face a near-cursor panned the cam,
|
||||
// which re-projected the live mouse ray -> the aim swam (worst near the player). Smoothed by FollowSharpness.
|
||||
if (AimLeadDistance > 0f && HasTarget && math.lengthsq(TargetMoveDir) > 1e-6f)
|
||||
{
|
||||
float2 f = math.normalize(TargetFacing);
|
||||
float2 f = math.normalize(TargetMoveDir);
|
||||
target += new Vector3(f.x, 0f, f.y) * AimLeadDistance;
|
||||
}
|
||||
|
||||
@@ -115,11 +137,13 @@ namespace ProjectM.Client
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
bool found = false;
|
||||
foreach (var (transform, facing) in SystemAPI.Query<RefRO<LocalTransform>, RefRO<PlayerFacing>>()
|
||||
foreach (var (transform, facing, input) in
|
||||
SystemAPI.Query<RefRO<LocalTransform>, RefRO<PlayerFacing>, RefRO<PlayerInput>>()
|
||||
.WithAll<GhostOwnerIsLocal, PlayerTag>())
|
||||
{
|
||||
PrototypeCameraRig.TargetWorldPos = transform.ValueRO.Position;
|
||||
PrototypeCameraRig.TargetFacing = facing.ValueRO.Direction;
|
||||
PrototypeCameraRig.TargetMoveDir = input.ValueRO.Move;
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user