Hygiene B2: dead-code removal
Delete (unreferenced in any scene, per operator decision):
- TrainingDummy* chain (authoring/spawner/system/components/prefab) + UpgradePickup* chain (authoring/spawner/systems/components/prefab); remove TrainingDummyTag from the 3 live combat queries (AbilityFire/Melee/HealthApplyDamage now key on EnemyTag) and repoint HealthApplyDamageSystemTests to EnemyTag.
- Dead RPC RegionTransitSystem + RegionTransitRequest (no sender, ungated) + its test.
- Heartbeat + HeartbeatSystem (no WorldSystemFilter, ran no-op every tick) + its test.
- BuildSendSystem dead conveyor/pylon dev hooks (s_ConveyorDir, [/] rotation, Place{Pylon,Harvester,Conveyor} statics).
- Deprecated CyclePhase alias consts (Expedition/Defend/Build/*Ticks); repoint WaveSystemTests to Siege/Calm.
- Unread FeelConfig fields (HitFlashDurationMs, RumbleHeavy) + dangling HudUi doc-comments + stale crefs.
451/451 EditMode tests pass. CLAUDE.md HeartbeatSystemTests example ref to be repointed in B7.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -1,41 +0,0 @@
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using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// Authoring for the training-dummy enemy prefab. Bakes a stationary, damageable auto-target
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/// candidate: <see cref="TrainingDummyTag"/> marks it for the ability auto-target cone,
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/// <see cref="Health"/> and <see cref="HitRadius"/> make it a valid projectile hit target, and a
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/// <see cref="DamageEvent"/> buffer receives server-authoritative hits. Dummies are NOT ghosts and
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/// carry no <c>GhostOwner</c>, so projectiles never treat them as the firing owner.
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/// <c>GetEntity(TransformUsageFlags.Dynamic)</c> ensures a runtime LocalTransform for hit tests
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/// and spawn placement.
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/// </summary>
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public class TrainingDummyAuthoring : MonoBehaviour
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{
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[Min(0f), Tooltip("Starting and maximum health for the dummy.")]
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public float MaxHealth = 60f;
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[Min(0f), Tooltip("World-unit radius used by the projectile hit test.")]
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public float HitRadius = 0.8f;
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private class TrainingDummyBaker : Baker<TrainingDummyAuthoring>
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{
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public override void Bake(TrainingDummyAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
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AddComponent<TrainingDummyTag>(entity);
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AddComponent(entity, new Health
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{
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Current = authoring.MaxHealth,
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Max = authoring.MaxHealth
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});
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AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
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AddBuffer<DamageEvent>(entity);
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}
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: c32aebeb7bfbb464898dfee8e6e87e6c
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@@ -1,48 +0,0 @@
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using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// Authoring for the baked <see cref="TrainingDummySpawner"/> singleton. Place this on a single
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/// GameObject in the gameplay subscene; at runtime the server-only
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/// <c>TrainingDummySpawnSystem</c> reads the singleton, instantiates <see cref="Count"/> dummies
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/// laid out along +X from <see cref="Origin"/> at <see cref="Spacing"/> intervals, then destroys
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/// the singleton so it fires exactly once. The entity itself carries no transform
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/// (<c>TransformUsageFlags.None</c>); only the referenced <see cref="DummyPrefab"/> needs a
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/// runtime-mutable LocalTransform (<c>TransformUsageFlags.Dynamic</c>).
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/// </summary>
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public class TrainingDummySpawnerAuthoring : MonoBehaviour
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{
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[Tooltip("Training dummy prefab to instantiate. Must carry TrainingDummyAuthoring.")]
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public GameObject DummyPrefab;
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[Min(0)]
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[Tooltip("How many dummies to spawn.")]
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public int Count = 3;
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[Min(0f)]
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[Tooltip("World-unit spacing between consecutive dummies along +X.")]
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public float Spacing = 3f;
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[Tooltip("World-space position of the first dummy.")]
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public Vector3 Origin = new Vector3(0, 0, 8);
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private class TrainingDummySpawnerBaker : Baker<TrainingDummySpawnerAuthoring>
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{
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public override void Bake(TrainingDummySpawnerAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.None);
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AddComponent(entity, new TrainingDummySpawner
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{
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Prefab = GetEntity(authoring.DummyPrefab, TransformUsageFlags.Dynamic),
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Count = authoring.Count,
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Spacing = authoring.Spacing,
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Origin = authoring.Origin
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});
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}
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 51cc543c146d84239ba6dc219221df18
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@@ -1,43 +0,0 @@
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using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// Authoring for an upgrade pickup ghost prefab: a world object that grants one stat modifier to the
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/// first player that overlaps it (server-authoritative, applied by <c>UpgradePickupSystem</c>) and
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/// then despawns. Bake the prefab as an interpolated ghost (add a GhostAuthoringComponent) so clients
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/// see it appear and despawn. <c>GetEntity(TransformUsageFlags.Dynamic)</c> gives it a world transform.
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/// </summary>
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public class UpgradePickupAuthoring : MonoBehaviour
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{
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[Tooltip("Which stat the granted modifier targets.")]
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public StatTarget Target = StatTarget.Damage;
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[Tooltip("How the granted modifier combines.")]
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public ModOp Op = ModOp.Flat;
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[Tooltip("Modifier magnitude: flat amount, or fractional percent (0.1 = +10%).")]
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public float Value = 10f;
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[Tooltip("Overlap radius (world units) for the player pickup test.")]
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[Min(0f)] public float HitRadius = 1f;
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private class UpgradePickupBaker : Baker<UpgradePickupAuthoring>
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{
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public override void Bake(UpgradePickupAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
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AddComponent(entity, new UpgradePickup
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{
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Target = (byte)authoring.Target,
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Op = (byte)authoring.Op,
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Value = authoring.Value,
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SourceId = 0u,
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});
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AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
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}
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 07e6d40378fcb43c5be706ef96cb4bb2
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@@ -1,48 +0,0 @@
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using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// Authoring for the baked <see cref="UpgradePickupSpawner"/> singleton (mirrors
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/// TrainingDummySpawnerAuthoring). Place on a single GameObject in the gameplay subscene; the
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/// server-only <c>UpgradePickupSpawnSystem</c> reads it, spawns <see cref="Count"/> pickups along +X
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/// from <see cref="Origin"/> at <see cref="Spacing"/> intervals, then destroys the singleton so it
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/// fires exactly once. The entity carries no transform; only the prefab needs a runtime transform.
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/// </summary>
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public class UpgradePickupSpawnerAuthoring : MonoBehaviour
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{
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[Tooltip("Upgrade pickup prefab to instantiate. Must carry UpgradePickupAuthoring.")]
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public GameObject PickupPrefab;
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[Min(0)]
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[Tooltip("How many pickups to spawn.")]
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public int Count = 2;
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[Min(0f)]
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[Tooltip("World-unit spacing between consecutive pickups along +X.")]
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public float Spacing = 3f;
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[Tooltip("World-space position of the first pickup.")]
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public Vector3 Origin = new Vector3(-4f, 0f, 6f);
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private class UpgradePickupSpawnerBaker : Baker<UpgradePickupSpawnerAuthoring>
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{
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public override void Bake(UpgradePickupSpawnerAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.None);
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AddComponent(entity, new UpgradePickupSpawner
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{
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Prefab = authoring.PickupPrefab != null
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? GetEntity(authoring.PickupPrefab, TransformUsageFlags.Dynamic)
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: Entity.Null,
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Count = authoring.Count,
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Spacing = authoring.Spacing,
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Origin = authoring.Origin,
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});
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}
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: e367eb55e2c2248f18be10d6c3c9ad67
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