Phase 1 A/C/D: void room fixed, authored portal + spawn FX, verbs finally taught

SLICE A - rooms become places: ExpeditionBiome duplicated to sub-slot 1
(X+1500) - ground, 205 decor children, rim cliffs, ambience; collider ring +
3 landmark colliders duplicated in the subscene; NEW in-room cover at BOTH
slots (4 collidable rocks each: Environment-layer box colliders in the
subscene + matching Synty rock meshes in Game.unity, placed clear of the
landing point, portal spot, spawn ring and boss spawn). Half of all rooms
previously played on a literal void.

SLICE C - owned FX wired: VFXConfig gains Portal + EnemySpawn slots
(FX_Portal_Round_01 / FX_Dust_Big_01 from PolygonParticleFX); the portal
beacon prefers the authored effect (procedural pillar stays as fallback);
enemies get a spawn-emerge cue on the ghost add-edge (primed-scan guard
skips the connect flood).

SLICE D (teaching) - the two undiscoverable verbs are now taught: dash on
the Move step, class ability + attack on the Rooms step (scheme-aware
glyphs); How-to-Play Controls adds Class ability + Dash rows and fixes the
wrong RT glyph; Loop step 1 mentions class pick + prep; the stale '50
starting Ore' now interpolates Tuning.StartingOre.

456/456 EditMode.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-06 12:45:25 -07:00
parent fefd7168ec
commit a482a9c4ed
8 changed files with 25039 additions and 5 deletions
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@@ -107,11 +107,11 @@ namespace ProjectM.Client
switch (step)
{
case Welcome: return "CLEAR 2 EXPEDITIONS to charge the Engine, then survive the FINAL SIEGE. (Space to continue · Esc → How to Play)";
case Move: return move + " — Move";
case Build: return build + " — open Build, place a Turret by your Core (your 50 starting Ore covers it)";
case Move: return move + " — Move " + (gamepad ? "B" : "LShift") + " — Dash (brief invulnerability)";
case Build: return build + " — open Build, place a Turret by your Core (your " + ProjectM.Simulation.Tuning.StartingOre + " starting Ore covers it)";
case Fabricator: return "Build a Fabricator — turrets need Charge (Ore → ammo)";
case ReadyUp: return "Press T (or click READY UP) — when everyone is ready, the party launches";
case Rooms: return "Fight through the rooms — attack the glowing crystals to haul resources home";
case Rooms: return (gamepad ? "X attack · LT class ability" : "LMB attack · RMB class ability") + " — clear the room; shoot the glowing crystals for your haul";
case Boon: return "Clear the room — pick 1 of 3 BOONS, then choose your path on the map";
case Return: return "Fell the ALPHA HUSK, then return home — your haul + the Engine charge (+1) come with you";
case Defend: return "Defend the Core! — a completed run provokes a retaliation siege";
@@ -38,6 +38,8 @@ namespace ProjectM.Client
struct FxCache { public float Hp; public float MaxHp; public float3 Pos; public bool IsEnemy; public uint Windup; }
readonly Dictionary<Entity, FxCache> _cache = new();
bool _scanPrimed; // Phase 1: first health-scan completed -> new cache entries are true spawns, not the connect flood
GameObject _portalFx; // Phase 1: authored portal effect (VFXConfig.Portal) replacing the procedural pillar when wired
readonly HashSet<Entity> _seen = new();
readonly List<Entity> _stale = new();
readonly List<FloatingNumber> _numbers = new();
@@ -294,9 +296,19 @@ namespace ProjectM.Client
PrototypeCameraRig.AddShake(isLocalPlayer ? FeelConfig.PlayerDeathShake : FeelConfig.RemotePlayerDeathShake);
}
}
else if (isEnemy && _scanPrimed && cur >= health.ValueRO.Max - 0.001f)
{
// Phase 1 spawn-emerge cue: FIRST sighting of a fresh (full-HP) enemy ghost = its spawn
// (rooms drip-spawn AFTER the player lands, so the add-edge IS the spawn moment). The primed
// guard skips the initial-connect flood; a relevancy re-entry of an undamaged enemy may
// rarely re-cue - accepted juice noise, never gameplay.
Burst(_hitFx, cfg != null ? cfg.EnemySpawn : null, (Vector3)p + Vector3.up * 0.15f, 8);
PlayClip(_telegraphClip, (Vector3)p, 0.25f);
}
_cache[entity] = new FxCache { Hp = cur, MaxHp = health.ValueRO.Max, Pos = p, IsEnemy = isEnemy, Windup = windup };
}
_scanPrimed = true; // Phase 1: everything cached after the first scan; later add-edges are true spawns
// Prune despawned ghosts. A Husk that vanished was killed -> death VFX at its last position.
if (_cache.Count != _seen.Count)
@@ -1003,9 +1015,25 @@ void TriggerSlash(Vector3 pos, float2 facing, float range, float halfAngle, int
if (!inExplore || !SystemAPI.TryGetSingleton<BaseAnchor>(out var anchor))
{
if (_portalBeacon != null && _portalBeacon.activeSelf) _portalBeacon.SetActive(false);
if (_portalFx != null && _portalFx.activeSelf) _portalFx.SetActive(false);
return;
}
float3 pos = RegionMath.ExpeditionPortalPos(BaseGridMath.PlotCenter(anchor), (byte)(ri.CurrentRoom & 1));
// Phase 1: prefer the authored portal effect (VFXConfig.Portal, PolygonParticleFX) over the
// procedural pillar; the pillar remains the asset-free fallback.
var vfx = VFXConfig.Instance;
if (vfx != null && vfx.Portal != null)
{
if (_portalFx == null)
{
_portalFx = Object.Instantiate(vfx.Portal, _fxRoot, false);
_portalFx.name = "~RoomPortalFx";
}
_portalFx.transform.position = new Vector3(pos.x, 0f, pos.z); // terrain y=0 (pos.y is the capsule plane)
if (!_portalFx.activeSelf) _portalFx.SetActive(true);
if (_portalBeacon != null && _portalBeacon.activeSelf) _portalBeacon.SetActive(false);
return;
}
if (_portalBeacon == null)
{
_portalBeacon = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
@@ -23,6 +23,10 @@ namespace ProjectM.Client
public GameObject EnemyDeath;
[Tooltip("Spawned when the local player drops to 0 HP (falls back to EnemyDeath if null).")]
public GameObject PlayerDeath;
[Tooltip("Looping portal effect anchored at the room-exit during RoomExplore (falls back to the procedural pillar if null).")]
public GameObject Portal;
[Tooltip("One-shot at each enemy's spawn position (first sighting of a fresh ghost).")]
public GameObject EnemySpawn;
void Awake()
{
@@ -72,7 +72,9 @@ namespace ProjectM.Client
Head(c, ranger ? "CLASS: Ranger (ranged anchor)" : "CLASS: Warrior (melee anchor)");
Body(c, "Move — WASD / Left Stick");
Body(c, "Aim — Mouse cursor / Right Stick");
Body(c, "Attack — LMB / RT (your primary verb)");
Body(c, "Attack — LMB / X (3-hit melee combo — the finisher hits hard)");
Body(c, ranger ? "Class ability — RMB / LT (aimed power shot)" : "Class ability — RMB / LT (cone slam with knockback)");
Body(c, "Dash — LShift / B (brief invulnerability — dodge THROUGH attacks)");
Body(c, "Build menu — Tab / Y");
Body(c, "Place / Cancel (in build) — LMB / RMB (A / B on gamepad)");
Body(c, "Deposit at base — G");
@@ -84,7 +86,7 @@ namespace ProjectM.Client
break;
case 1: // The Loop
Head(c, "THE LOOP — expedition RUNS are how you win");
Body(c, "1. BASE — build Turrets + a Fabricator around your Engine Core; spend Aether on PERMANENT class upgrades.");
Body(c, "1. BASE — pick your CLASS + buy PREP buffs (this run only); build Turrets + a Fabricator; spend Aether on PERMANENT class upgrades.");
Body(c, "2. READY UP [T] — when everyone is ready, the party launches into a multi-room run together.");
Body(c, "3. RUN — clear each room, pick 1 of 3 BOONS (this run only), choose your path on the map, mine the crystals.");
Body(c, "4. BOSS — fell it and the party returns with the haul: +1 on the Engine meter. A wipe banks nothing.");
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