Further Tests & Progress

This commit is contained in:
2026-06-04 11:35:57 -07:00
parent 5c11ff4fad
commit 51401d2c2b
65 changed files with 2784 additions and 45 deletions
@@ -0,0 +1,19 @@
using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// Replicated Husk attack-telegraph signal. While <see cref="WindUpUntilTick"/> is non-zero the Husk is
/// "winding up" to strike; EnemyAISystem sets it ~<see cref="Tuning.AttackWindupTicks"/> before the strike
/// lands, and the strike fires when the tick elapses. This is a [GhostField] (the only replicated Husk field
/// beyond the stock LocalTransform) so the CLIENT can play a ~0.3s pre-strike cue — the client has none of the
/// server-only timing inputs (EnemyStats / EnemyAttackCooldown), so the wind-up MUST be replicated. A uint tick
/// (not a [GhostEnabledBit]) so the cue can ramp/countdown and survive a missed snapshot (absolute, not an edge).
/// </summary>
public struct AttackWindup : IComponentData
{
/// <summary>Server tick the wind-up completes + the strike lands (0 = not winding up; scheduled via TickUtil.NonZero).</summary>
[GhostField] public uint WindUpUntilTick;
}
}