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:
2026-07-07 23:16:53 -07:00
parent b1041003f0
commit 589e712db3
53 changed files with 28 additions and 1229 deletions
@@ -1,41 +0,0 @@
using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring for the training-dummy enemy prefab. Bakes a stationary, damageable auto-target
/// candidate: <see cref="TrainingDummyTag"/> marks it for the ability auto-target cone,
/// <see cref="Health"/> and <see cref="HitRadius"/> make it a valid projectile hit target, and a
/// <see cref="DamageEvent"/> buffer receives server-authoritative hits. Dummies are NOT ghosts and
/// carry no <c>GhostOwner</c>, so projectiles never treat them as the firing owner.
/// <c>GetEntity(TransformUsageFlags.Dynamic)</c> ensures a runtime LocalTransform for hit tests
/// and spawn placement.
/// </summary>
public class TrainingDummyAuthoring : MonoBehaviour
{
[Min(0f), Tooltip("Starting and maximum health for the dummy.")]
public float MaxHealth = 60f;
[Min(0f), Tooltip("World-unit radius used by the projectile hit test.")]
public float HitRadius = 0.8f;
private class TrainingDummyBaker : Baker<TrainingDummyAuthoring>
{
public override void Bake(TrainingDummyAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent<TrainingDummyTag>(entity);
AddComponent(entity, new Health
{
Current = authoring.MaxHealth,
Max = authoring.MaxHealth
});
AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
AddBuffer<DamageEvent>(entity);
}
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: c32aebeb7bfbb464898dfee8e6e87e6c
@@ -1,48 +0,0 @@
using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring for the baked <see cref="TrainingDummySpawner"/> singleton. Place this on a single
/// GameObject in the gameplay subscene; at runtime the server-only
/// <c>TrainingDummySpawnSystem</c> reads the singleton, instantiates <see cref="Count"/> dummies
/// laid out along +X from <see cref="Origin"/> at <see cref="Spacing"/> intervals, then destroys
/// the singleton so it fires exactly once. The entity itself carries no transform
/// (<c>TransformUsageFlags.None</c>); only the referenced <see cref="DummyPrefab"/> needs a
/// runtime-mutable LocalTransform (<c>TransformUsageFlags.Dynamic</c>).
/// </summary>
public class TrainingDummySpawnerAuthoring : MonoBehaviour
{
[Tooltip("Training dummy prefab to instantiate. Must carry TrainingDummyAuthoring.")]
public GameObject DummyPrefab;
[Min(0)]
[Tooltip("How many dummies to spawn.")]
public int Count = 3;
[Min(0f)]
[Tooltip("World-unit spacing between consecutive dummies along +X.")]
public float Spacing = 3f;
[Tooltip("World-space position of the first dummy.")]
public Vector3 Origin = new Vector3(0, 0, 8);
private class TrainingDummySpawnerBaker : Baker<TrainingDummySpawnerAuthoring>
{
public override void Bake(TrainingDummySpawnerAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.None);
AddComponent(entity, new TrainingDummySpawner
{
Prefab = GetEntity(authoring.DummyPrefab, TransformUsageFlags.Dynamic),
Count = authoring.Count,
Spacing = authoring.Spacing,
Origin = authoring.Origin
});
}
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 51cc543c146d84239ba6dc219221df18
@@ -1,43 +0,0 @@
using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring for an upgrade pickup ghost prefab: a world object that grants one stat modifier to the
/// first player that overlaps it (server-authoritative, applied by <c>UpgradePickupSystem</c>) and
/// then despawns. Bake the prefab as an interpolated ghost (add a GhostAuthoringComponent) so clients
/// see it appear and despawn. <c>GetEntity(TransformUsageFlags.Dynamic)</c> gives it a world transform.
/// </summary>
public class UpgradePickupAuthoring : MonoBehaviour
{
[Tooltip("Which stat the granted modifier targets.")]
public StatTarget Target = StatTarget.Damage;
[Tooltip("How the granted modifier combines.")]
public ModOp Op = ModOp.Flat;
[Tooltip("Modifier magnitude: flat amount, or fractional percent (0.1 = +10%).")]
public float Value = 10f;
[Tooltip("Overlap radius (world units) for the player pickup test.")]
[Min(0f)] public float HitRadius = 1f;
private class UpgradePickupBaker : Baker<UpgradePickupAuthoring>
{
public override void Bake(UpgradePickupAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent(entity, new UpgradePickup
{
Target = (byte)authoring.Target,
Op = (byte)authoring.Op,
Value = authoring.Value,
SourceId = 0u,
});
AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
}
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 07e6d40378fcb43c5be706ef96cb4bb2
@@ -1,48 +0,0 @@
using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring for the baked <see cref="UpgradePickupSpawner"/> singleton (mirrors
/// TrainingDummySpawnerAuthoring). Place on a single GameObject in the gameplay subscene; the
/// server-only <c>UpgradePickupSpawnSystem</c> reads it, spawns <see cref="Count"/> pickups along +X
/// from <see cref="Origin"/> at <see cref="Spacing"/> intervals, then destroys the singleton so it
/// fires exactly once. The entity carries no transform; only the prefab needs a runtime transform.
/// </summary>
public class UpgradePickupSpawnerAuthoring : MonoBehaviour
{
[Tooltip("Upgrade pickup prefab to instantiate. Must carry UpgradePickupAuthoring.")]
public GameObject PickupPrefab;
[Min(0)]
[Tooltip("How many pickups to spawn.")]
public int Count = 2;
[Min(0f)]
[Tooltip("World-unit spacing between consecutive pickups along +X.")]
public float Spacing = 3f;
[Tooltip("World-space position of the first pickup.")]
public Vector3 Origin = new Vector3(-4f, 0f, 6f);
private class UpgradePickupSpawnerBaker : Baker<UpgradePickupSpawnerAuthoring>
{
public override void Bake(UpgradePickupSpawnerAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.None);
AddComponent(entity, new UpgradePickupSpawner
{
Prefab = authoring.PickupPrefab != null
? GetEntity(authoring.PickupPrefab, TransformUsageFlags.Dynamic)
: Entity.Null,
Count = authoring.Count,
Spacing = authoring.Spacing,
Origin = authoring.Origin,
});
}
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: e367eb55e2c2248f18be10d6c3c9ad67