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