Feel: attack distinctness — per-kind telegraph colours, windup voices, spit light
Every enemy kind now has a unique read on the existing replicated state (client-only, zero netcode): - Telegraph COLOURS per EnemyTelegraph.Kind: grunt orange, charger crimson (boss shares it - shapes already differ: cone/wedge/ring), spitter toxic-green lane, swarmer yellow. Shapes were already per-kind; they all rendered the same HDR red. - Windup VOICES at the onset edge (the existing _prevWindup edge + strike-beep distance gate): grunt low thud, charger rising roar, spitter wet hiss, swarmer chitter - kinds read by EAR before the telegraph ramps. - Projectile light colour by ownership in DynamicLightSystem: owned shots stay player-cyan, un-owned (Spitter spit) glows toxic green (EnemyProjectileColor knob). Verified live: 12 s combat histogram shows zones rendering with EnemyDanger_K0 (grunt) + EnemyDanger_K1 (charger) materials keyed to real windups (screenshot); 466/466 EditMode; console clean. Remaining distinctness depth (per-kind anim clips, creature locomotion) rides the parallel Blender workstream. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -19,6 +19,8 @@ namespace ProjectM.Client
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[Header("Projectile lights (pooled, follow every live projectile ghost)")]
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[Min(0)] public int MaxProjectileLights = 24;
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public Color ProjectileColor = new Color(0.45f, 0.85f, 1f, 1f);
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[Tooltip("Un-owned (enemy) projectiles — Spitter spit reads toxic green vs the player's cyan.")]
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public Color EnemyProjectileColor = new Color(0.55f, 1f, 0.35f, 1f);
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[Min(0f)] public float ProjectileIntensity = 2.6f;
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[Min(0.5f)] public float ProjectileRange = 7f;
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