diff --git a/Assets/_Project/Scripts/Client/Presentation/CombatFeedbackSystem.cs b/Assets/_Project/Scripts/Client/Presentation/CombatFeedbackSystem.cs
index faa2c3314..b50f86319 100644
--- a/Assets/_Project/Scripts/Client/Presentation/CombatFeedbackSystem.cs
+++ b/Assets/_Project/Scripts/Client/Presentation/CombatFeedbackSystem.cs
@@ -86,6 +86,8 @@ namespace ProjectM.Client
AudioClip _telegraphClip;
AudioClip _dashClip;
AudioClip _swingClip;
+ AudioClip _meleeConnectClip, _footstepClip, _strikeBeepClip; // combat feel pass: connect thunk / footstep / strike beep
+ Vector3 _lastFootPos; float _footTimer; bool _footInit; // footstep edge-detect (local player locomotion)
Entity _localPlayer = Entity.Null;
uint _lastLocalFireTick;
@@ -108,6 +110,9 @@ namespace ProjectM.Client
_telegraphClip = MakeClip("telegraph", 680f, 1020f, 0.12f, 0.35f, noise: false);
_dashClip = MakeClip("dash", 950f, 240f, 0.12f, 0.50f, noise: false);
_swingClip = MakeClip("swing", 720f, 200f, 0.09f, 0.42f, noise: false);
+ _meleeConnectClip = MakeClip("melee_thunk", 180f, 60f, 0.13f, 0.55f, noise: true); // meaty low connect
+ _footstepClip = MakeClip("step", 200f, 110f, 0.06f, 0.18f, noise: true); // soft footfall
+ _strikeBeepClip = MakeClip("strike", 1150f, 1500f, 0.05f, 0.30f, noise: false); // (reserved) near-impact beep
}
protected override void OnStartRunning()
@@ -219,6 +224,8 @@ namespace ProjectM.Client
PlayClip(_hitClip, (Vector3)p, FeelConfig.HitSfxVolume);
PrototypeCameraRig.AddShake(isLocalPlayer ? FeelConfig.HitShakeLocal : FeelConfig.HitShakeRemote);
if (isLocalPlayer) PrototypeCameraRig.PunchFov(FeelConfig.HitStopFovKick, FeelConfig.HitStopDurationMs);
+ if (isLocalPlayer && FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
+ RumbleUtil.Pulse(FeelConfig.RumbleHit * 0.8f, FeelConfig.RumbleHit, FeelConfig.RumbleDurationSec);
if (isEnemy)
{
// MC-3: net-new player-dealt-hit camera punch — scales with the bite size
@@ -227,6 +234,10 @@ namespace ProjectM.Client
float hitMag = math.saturate((prev.Hp - cur) / math.max(1f, FeelConfig.HitStopRefDamage));
PrototypeCameraRig.PunchFov(math.lerp(FeelConfig.HitStopFovKickMin, FeelConfig.HitStopFovKickMax, hitMag), FeelConfig.HitStopDurationMs);
ShowHealthBar(entity); // Feature B: arm/refresh this enemy's bar on a damage edge
+ // Hit-flash: a bright body-scaled puff in FeelConfig.HitFlashColor — the staple "I lit it up" read.
+ EmitColored(_hitFx, (Vector3)p + Vector3.up * 0.7f, FeelConfig.HitFlashBurstCount, FeelConfig.HitFlashColor);
+ if (FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
+ RumbleUtil.Pulse(FeelConfig.RumbleHit * 0.6f, FeelConfig.RumbleHit, FeelConfig.RumbleDurationSec);
}
}
@@ -268,6 +279,9 @@ namespace ProjectM.Client
PlayClip(_deathClip, (Vector3)c.Pos, FeelConfig.KillSfxVolume);
PrototypeCameraRig.AddShake(FeelConfig.KillShake);
PrototypeCameraRig.PunchFov(FeelConfig.KillFovKick, FeelConfig.HitStopDurationMs);
+ EmitColored(_hitFx, (Vector3)c.Pos + Vector3.up * 0.6f, FeelConfig.KillFlashBurstCount, FeelConfig.HitFlashColor); // kill pop
+ if (FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
+ RumbleUtil.Pulse(FeelConfig.RumbleKill * 0.7f, FeelConfig.RumbleKill, FeelConfig.RumbleDurationSec);
}
_cache.Remove(_stale[i]);
}
@@ -331,13 +345,52 @@ namespace ProjectM.Client
float slashRange = tcfg.MeleeRange > 0f ? tcfg.MeleeRange : 2.6f;
float slashHalf = tcfg.MeleeConeHalfAngleRad > 0f ? tcfg.MeleeConeHalfAngleRad : 0.9f;
if (finisher) slashRange *= tcfg.MeleeFinisherMult > 0f ? tcfg.MeleeFinisherMult : 1.8f;
- TriggerSlash((Vector3)localPos, new float2(face.x, face.z), slashRange, slashHalf, step, comboLen); // arc sweeps + ramps per step (MC-4 clarity)
+ // MC-4 connect-vs-whiff: client-side cone overlap over the cached enemy snapshot gives an IMMEDIATE
+ // "you bit" read (the authoritative server damage spark/number arrives a few ticks later).
+ bool connected = false; Vector3 nearestHit = (Vector3)localPos; float ndist = float.MaxValue;
+ float cosHalf = Mathf.Cos(slashHalf);
+ float2 fdir = new float2(face.x, face.z);
+ foreach (var kv in _cache)
+ {
+ if (!kv.Value.IsEnemy) continue;
+ if (MeleeConeMath.InCone(localPos, fdir, slashRange, cosHalf, kv.Value.Pos))
+ {
+ float d2 = math.distancesq(localPos, kv.Value.Pos);
+ if (d2 < ndist) { ndist = d2; nearestHit = (Vector3)kv.Value.Pos; connected = true; }
+ }
+ }
+ TriggerSlash((Vector3)localPos, new float2(face.x, face.z), slashRange, slashHalf, step, comboLen, connected); // sweeps + ramps + brightens on connect
+ if (connected)
+ {
+ Burst(_hitFx, cfg != null ? cfg.Hit : null, nearestHit + Vector3.up * 0.7f, FeelConfig.HitBurstCount);
+ PlayClip(_meleeConnectClip, nearestHit, FeelConfig.MeleeConnectVolume);
+ PrototypeCameraRig.PunchFov(FeelConfig.MeleeConnectFovKick, FeelConfig.HitStopDurationMs);
+ if (FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
+ RumbleUtil.Pulse(FeelConfig.RumbleHit * 0.6f, FeelConfig.RumbleHit, FeelConfig.RumbleDurationSec);
+ }
if (finisher) PrototypeCameraRig.PunchFov(FeelConfig.DashFovKick * 0.6f, FeelConfig.HitStopDurationMs);
}
_lastLocalSwingTick = mc.SwingStartTick;
_swingTickInit = true;
}
+ // Footsteps (combat feel): edge-detect local locomotion from the position delta; a soft step at a cadence.
+ if (_localPlayer != Entity.Null)
+ {
+ Vector3 lp = (Vector3)localPos;
+ if (_footInit)
+ {
+ float sp = dt > 1e-4f ? new Vector2(lp.x - _lastFootPos.x, lp.z - _lastFootPos.z).magnitude / dt : 0f;
+ _footTimer -= dt;
+ if (sp >= FeelConfig.FootstepMinSpeed && _footTimer <= 0f)
+ {
+ PlayClip(_footstepClip, lp, FeelConfig.FootstepVolume);
+ _footTimer = FeelConfig.FootstepIntervalSec;
+ }
+ }
+ _lastFootPos = lp; _footInit = true;
+ }
+ RumbleUtil.Tick(); // auto-stop any elapsed gamepad rumble pulse
UpdateProjectileTrails(cfg);
PruneVfx();
AnimateNumbers(dt, cam);
@@ -354,6 +407,15 @@ namespace ProjectM.Client
return cfg.PlayerDeath != null ? cfg.PlayerDeath : cfg.EnemyDeath;
}
+ // Emit a colored particle burst at a position (per-emit startColor) — used for the enemy hit-flash + kill pop
+ // without a dedicated particle system (the unused FeelConfig.HitFlashColor finally lights enemies on a hit).
+ void EmitColored(ParticleSystem ps, Vector3 pos, int count, Color color)
+ {
+ if (ps == null || count <= 0) return;
+ var ep = new ParticleSystem.EmitParams { position = pos, startColor = color };
+ ps.Emit(ep, count);
+ }
+
void Burst(ParticleSystem fallback, GameObject prefab, Vector3 pos, int count)
{
if (prefab != null) SpawnVfx(prefab, pos, Quaternion.identity);
@@ -497,12 +559,14 @@ namespace ProjectM.Client
fn.Active = true;
fn.Age = 0f;
- fn.Life = 0.7f;
+ float mag = Mathf.Clamp01(amount / Mathf.Max(1f, FeelConfig.HitStopRefDamage)); // big hits read bigger
+ fn.Life = Mathf.Lerp(0.6f, 0.95f, mag);
fn.Tm.text = Mathf.Max(1, Mathf.RoundToInt(amount)).ToString();
fn.BaseColor = isLocalPlayer ? new Color(1f, 0.5f, 0.22f) : new Color(0.45f, 0.92f, 1f); // Blight orange (hurt) / Aether cyan (you hit)
fn.Tm.color = fn.BaseColor;
fn.Tr.position = worldPos + Vector3.up * 1.4f + new Vector3(UnityEngine.Random.Range(-0.25f, 0.25f), 0f, 0f);
fn.Vel = new Vector3(0f, 2.2f, 0f);
+ fn.Tr.localScale = Vector3.one * Mathf.Lerp(0.85f, 1.5f, mag);
fn.Tr.gameObject.SetActive(true);
if (cam != null) fn.Tr.rotation = cam.transform.rotation;
}
@@ -668,7 +732,7 @@ namespace ProjectM.Client
// Trigger a cone-shaped slash matching the LIVE melee range + half-angle, oriented along facing. The arc IS
// the range telegraph (MC-4 clarity) AND now SWEEPS across + ramps per combo step so the swing reads as a
// directional, escalating cleave rather than a static flash.
- void TriggerSlash(Vector3 pos, float2 facing, float range, float halfAngle, int step, int comboLen)
+ void TriggerSlash(Vector3 pos, float2 facing, float range, float halfAngle, int step, int comboLen, bool connected)
{
if (_slashMr == null || _slashMat == null) return;
bool finisher = step >= comboLen;
@@ -685,6 +749,7 @@ namespace ProjectM.Client
_slashTint = finisher
? new Color(3.4f, 2.4f, 0.7f) // finisher: warm HDR flash
: Color.Lerp(new Color(1.2f, 1.9f, 2.6f), new Color(1.9f, 2.8f, 3.4f), t); // cool, brighter per step
+ if (connected) _slashTint *= 1.6f; // brighter arc on a confirmed bite (the immediate "you hit" read)
_slashLife = finisher ? 0.28f : Mathf.Lerp(0.15f, 0.20f, t);
_slashAge = 0f;
_slashActive = true;
diff --git a/Assets/_Project/Scripts/Client/Presentation/FeelConfig.cs b/Assets/_Project/Scripts/Client/Presentation/FeelConfig.cs
index 5eac220f0..fb36d18bd 100644
--- a/Assets/_Project/Scripts/Client/Presentation/FeelConfig.cs
+++ b/Assets/_Project/Scripts/Client/Presentation/FeelConfig.cs
@@ -109,6 +109,32 @@ namespace ProjectM.Client
/// Health flicker on a clean dodge — the documented acceptable-not-a-bug interaction).
public static bool DashHitSuppress;
+ // ---- Combat feel pass (2026-06): connect cue, hit-flash, kill pop, footsteps, rumble, telegraph beep ----
+ /// Hit-flash puff density (a colored particle burst in HitFlashColor on an enemy damage edge).
+ public static int HitFlashBurstCount;
+ /// Extra FOV punch (deg) when the LOCAL melee cleave is confirmed to connect (vs a whiff).
+ public static float MeleeConnectFovKick;
+ /// Volume of the meaty melee connect "thunk".
+ public static float MeleeConnectVolume;
+ /// Kill-pop colored flash density on an enemy death.
+ public static int KillFlashBurstCount;
+ /// Soft footstep SFX volume.
+ public static float FootstepVolume;
+ /// Seconds between footsteps while the local player is moving.
+ public static float FootstepIntervalSec;
+ /// Local player speed (u/s) above which footsteps play.
+ public static float FootstepMinSpeed;
+ /// Master gate for gamepad rumble (no-op on KBM).
+ public static bool RumbleEnabled;
+ /// Rumble strength on a local hit taken / dealt.
+ public static float RumbleHit;
+ /// Rumble strength on a kill.
+ public static float RumbleKill;
+ /// Rumble strength on dash / local death (the heaviest).
+ public static float RumbleHeavy;
+ /// Seconds a rumble pulse lasts before it auto-stops.
+ public static float RumbleDurationSec;
+
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
public static void ResetDefaults()
{
@@ -161,6 +187,20 @@ namespace ProjectM.Client
DashSfxVolume = 0.55f;
DashShimmerPerFrame = 2;
DashHitSuppress = true;
+
+ // Combat feel pass (2026-06)
+ HitFlashBurstCount = 16;
+ MeleeConnectFovKick = 0.8f;
+ MeleeConnectVolume = 0.55f;
+ KillFlashBurstCount = 20;
+ FootstepVolume = 0.16f;
+ FootstepIntervalSec = 0.32f;
+ FootstepMinSpeed = 1.5f;
+ RumbleEnabled = true;
+ RumbleHit = 0.25f;
+ RumbleKill = 0.45f;
+ RumbleHeavy = 0.6f;
+ RumbleDurationSec = 0.12f;
}
}
}
diff --git a/Assets/_Project/Scripts/Client/Presentation/RumbleUtil.cs b/Assets/_Project/Scripts/Client/Presentation/RumbleUtil.cs
new file mode 100644
index 000000000..820a49c3e
--- /dev/null
+++ b/Assets/_Project/Scripts/Client/Presentation/RumbleUtil.cs
@@ -0,0 +1,54 @@
+using UnityEngine;
+using UnityEngine.InputSystem;
+
+namespace ProjectM.Client
+{
+ ///
+ /// Gamepad rumble for combat feel — a static bridge (mirrors / ).
+ /// sets the motors and stamps a stop time; (called once per frame from
+ /// CombatFeedbackSystem) stops them when the pulse elapses OR the app loses focus, so a rumble never sticks.
+ /// A no-op when no pad is connected; the CALLER gates to the Gamepad scheme. Statics survive fast-enter-playmode
+ /// reloads, so re-arms clean on play-enter and stops any leaked motor (the AimPresentation
+ /// reset idiom). Presentation-only, main-thread, never touches the simulation.
+ ///
+ public static class RumbleUtil
+ {
+ static float s_StopTime;
+ static bool s_Active;
+
+ [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
+ static void ResetState()
+ {
+ s_Active = false;
+ s_StopTime = 0f;
+ Stop();
+ }
+
+ /// Pulse both motors at the given low/high strengths for durSec, then auto-stop. No-op without a pad.
+ public static void Pulse(float low, float high, float durSec)
+ {
+ var pad = Gamepad.current;
+ if (pad == null) return;
+ pad.SetMotorSpeeds(Mathf.Clamp01(low), Mathf.Clamp01(high));
+ s_StopTime = Time.unscaledTime + Mathf.Max(0.02f, durSec);
+ s_Active = true;
+ }
+
+ /// Call once per frame: stops the motors when the pulse elapses or focus is lost.
+ public static void Tick()
+ {
+ if (!s_Active) return;
+ if (!Application.isFocused || Time.unscaledTime >= s_StopTime)
+ {
+ Stop();
+ s_Active = false;
+ }
+ }
+
+ static void Stop()
+ {
+ var pad = Gamepad.current;
+ if (pad != null) pad.ResetHaptics();
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Client/Presentation/RumbleUtil.cs.meta b/Assets/_Project/Scripts/Client/Presentation/RumbleUtil.cs.meta
new file mode 100644
index 000000000..c000b0243
--- /dev/null
+++ b/Assets/_Project/Scripts/Client/Presentation/RumbleUtil.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 2f7005e66cfc2ce4d825ebad3cdc9eac
\ No newline at end of file