Combat feel pass: enemy hit-flash, melee connect cue, kill pop, gamepad rumble, footsteps, damage-number tiering
Implements the "what's missing" feel backlog from the combat overhaul investigation (wf_c6c87dc5-9c3). All client-only, observe-only (PresentationSystemGroup), no sim/netcode change, rollback-safe; new FeelConfig knobs default-stamped on play-enter. - ENEMY HIT-FLASH (#1 missing): on the enemy Health-decrease edge, a bright body-scaled particle puff in the previously-unused FeelConfig.HitFlashColor (via a new EmitColored helper using per-emit startColor) -- the staple "I connected" read. (A true material body-flash needs an AnimatedLitShader emission property + Entities Graphics MaterialProperty; the puff is the asset-free version.) - MELEE CONNECT-vs-WHIFF: on the local swing, a client-side MeleeConeMath.InCone overlap over the cached enemy snapshot -> immediate connect read (brightens the slash arc, hit-spark at the nearest enemy, a meaty low "thunk" SFX, extra FOV punch) before the authoritative server spark arrives. Whiffs stay dim. - KILL POP: a colored flash burst + rumble on enemy death (on top of the existing burst/shake/FOV). - GAMEPAD RUMBLE: new RumbleUtil (auto-stopping pulse, gamepad-only, stops on focus-loss, reset on play-enter) pulsed on local hit-taken / hit-dealt / kill, gated on AimPresentation.Scheme==Gamepad. - FOOTSTEPS: edge-detect local locomotion from the position delta -> soft step SFX at a cadence while moving. - DAMAGE-NUMBER TIERING: SpawnNumber scales font + life by hit magnitude (vs HitStopRefDamage) so heavy hits read. 390/390 EditMode, clean compile + Play (no exceptions; per-frame footstep/rumble-tick paths verified). On-screen feel is the operator's eyes. Deferred (focused follow-ups): true material body hit-flash (ShaderGraph), co-op remote-swing rendering, near-impact telegraph beep (clip reserved). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -86,6 +86,8 @@ namespace ProjectM.Client
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AudioClip _telegraphClip;
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AudioClip _dashClip;
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AudioClip _swingClip;
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AudioClip _meleeConnectClip, _footstepClip, _strikeBeepClip; // combat feel pass: connect thunk / footstep / strike beep
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Vector3 _lastFootPos; float _footTimer; bool _footInit; // footstep edge-detect (local player locomotion)
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Entity _localPlayer = Entity.Null;
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uint _lastLocalFireTick;
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@@ -108,6 +110,9 @@ namespace ProjectM.Client
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_telegraphClip = MakeClip("telegraph", 680f, 1020f, 0.12f, 0.35f, noise: false);
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_dashClip = MakeClip("dash", 950f, 240f, 0.12f, 0.50f, noise: false);
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_swingClip = MakeClip("swing", 720f, 200f, 0.09f, 0.42f, noise: false);
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_meleeConnectClip = MakeClip("melee_thunk", 180f, 60f, 0.13f, 0.55f, noise: true); // meaty low connect
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_footstepClip = MakeClip("step", 200f, 110f, 0.06f, 0.18f, noise: true); // soft footfall
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_strikeBeepClip = MakeClip("strike", 1150f, 1500f, 0.05f, 0.30f, noise: false); // (reserved) near-impact beep
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}
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protected override void OnStartRunning()
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@@ -219,6 +224,8 @@ namespace ProjectM.Client
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PlayClip(_hitClip, (Vector3)p, FeelConfig.HitSfxVolume);
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PrototypeCameraRig.AddShake(isLocalPlayer ? FeelConfig.HitShakeLocal : FeelConfig.HitShakeRemote);
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if (isLocalPlayer) PrototypeCameraRig.PunchFov(FeelConfig.HitStopFovKick, FeelConfig.HitStopDurationMs);
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if (isLocalPlayer && FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
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RumbleUtil.Pulse(FeelConfig.RumbleHit * 0.8f, FeelConfig.RumbleHit, FeelConfig.RumbleDurationSec);
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if (isEnemy)
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{
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// MC-3: net-new player-dealt-hit camera punch — scales with the bite size
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@@ -227,6 +234,10 @@ namespace ProjectM.Client
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float hitMag = math.saturate((prev.Hp - cur) / math.max(1f, FeelConfig.HitStopRefDamage));
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PrototypeCameraRig.PunchFov(math.lerp(FeelConfig.HitStopFovKickMin, FeelConfig.HitStopFovKickMax, hitMag), FeelConfig.HitStopDurationMs);
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ShowHealthBar(entity); // Feature B: arm/refresh this enemy's bar on a damage edge
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// Hit-flash: a bright body-scaled puff in FeelConfig.HitFlashColor — the staple "I lit it up" read.
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EmitColored(_hitFx, (Vector3)p + Vector3.up * 0.7f, FeelConfig.HitFlashBurstCount, FeelConfig.HitFlashColor);
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if (FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
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RumbleUtil.Pulse(FeelConfig.RumbleHit * 0.6f, FeelConfig.RumbleHit, FeelConfig.RumbleDurationSec);
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}
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}
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@@ -268,6 +279,9 @@ namespace ProjectM.Client
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PlayClip(_deathClip, (Vector3)c.Pos, FeelConfig.KillSfxVolume);
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PrototypeCameraRig.AddShake(FeelConfig.KillShake);
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PrototypeCameraRig.PunchFov(FeelConfig.KillFovKick, FeelConfig.HitStopDurationMs);
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EmitColored(_hitFx, (Vector3)c.Pos + Vector3.up * 0.6f, FeelConfig.KillFlashBurstCount, FeelConfig.HitFlashColor); // kill pop
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if (FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
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RumbleUtil.Pulse(FeelConfig.RumbleKill * 0.7f, FeelConfig.RumbleKill, FeelConfig.RumbleDurationSec);
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}
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_cache.Remove(_stale[i]);
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}
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@@ -331,13 +345,52 @@ namespace ProjectM.Client
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float slashRange = tcfg.MeleeRange > 0f ? tcfg.MeleeRange : 2.6f;
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float slashHalf = tcfg.MeleeConeHalfAngleRad > 0f ? tcfg.MeleeConeHalfAngleRad : 0.9f;
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if (finisher) slashRange *= tcfg.MeleeFinisherMult > 0f ? tcfg.MeleeFinisherMult : 1.8f;
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TriggerSlash((Vector3)localPos, new float2(face.x, face.z), slashRange, slashHalf, step, comboLen); // arc sweeps + ramps per step (MC-4 clarity)
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// MC-4 connect-vs-whiff: client-side cone overlap over the cached enemy snapshot gives an IMMEDIATE
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// "you bit" read (the authoritative server damage spark/number arrives a few ticks later).
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bool connected = false; Vector3 nearestHit = (Vector3)localPos; float ndist = float.MaxValue;
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float cosHalf = Mathf.Cos(slashHalf);
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float2 fdir = new float2(face.x, face.z);
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foreach (var kv in _cache)
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{
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if (!kv.Value.IsEnemy) continue;
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if (MeleeConeMath.InCone(localPos, fdir, slashRange, cosHalf, kv.Value.Pos))
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{
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float d2 = math.distancesq(localPos, kv.Value.Pos);
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if (d2 < ndist) { ndist = d2; nearestHit = (Vector3)kv.Value.Pos; connected = true; }
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}
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}
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TriggerSlash((Vector3)localPos, new float2(face.x, face.z), slashRange, slashHalf, step, comboLen, connected); // sweeps + ramps + brightens on connect
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if (connected)
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{
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Burst(_hitFx, cfg != null ? cfg.Hit : null, nearestHit + Vector3.up * 0.7f, FeelConfig.HitBurstCount);
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PlayClip(_meleeConnectClip, nearestHit, FeelConfig.MeleeConnectVolume);
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PrototypeCameraRig.PunchFov(FeelConfig.MeleeConnectFovKick, FeelConfig.HitStopDurationMs);
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if (FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
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RumbleUtil.Pulse(FeelConfig.RumbleHit * 0.6f, FeelConfig.RumbleHit, FeelConfig.RumbleDurationSec);
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}
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if (finisher) PrototypeCameraRig.PunchFov(FeelConfig.DashFovKick * 0.6f, FeelConfig.HitStopDurationMs);
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}
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_lastLocalSwingTick = mc.SwingStartTick;
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_swingTickInit = true;
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}
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// Footsteps (combat feel): edge-detect local locomotion from the position delta; a soft step at a cadence.
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if (_localPlayer != Entity.Null)
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{
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Vector3 lp = (Vector3)localPos;
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if (_footInit)
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{
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float sp = dt > 1e-4f ? new Vector2(lp.x - _lastFootPos.x, lp.z - _lastFootPos.z).magnitude / dt : 0f;
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_footTimer -= dt;
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if (sp >= FeelConfig.FootstepMinSpeed && _footTimer <= 0f)
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{
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PlayClip(_footstepClip, lp, FeelConfig.FootstepVolume);
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_footTimer = FeelConfig.FootstepIntervalSec;
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}
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}
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_lastFootPos = lp; _footInit = true;
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}
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RumbleUtil.Tick(); // auto-stop any elapsed gamepad rumble pulse
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UpdateProjectileTrails(cfg);
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PruneVfx();
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AnimateNumbers(dt, cam);
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@@ -354,6 +407,15 @@ namespace ProjectM.Client
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return cfg.PlayerDeath != null ? cfg.PlayerDeath : cfg.EnemyDeath;
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}
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// Emit a colored particle burst at a position (per-emit startColor) — used for the enemy hit-flash + kill pop
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// without a dedicated particle system (the unused FeelConfig.HitFlashColor finally lights enemies on a hit).
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void EmitColored(ParticleSystem ps, Vector3 pos, int count, Color color)
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{
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if (ps == null || count <= 0) return;
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var ep = new ParticleSystem.EmitParams { position = pos, startColor = color };
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ps.Emit(ep, count);
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}
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void Burst(ParticleSystem fallback, GameObject prefab, Vector3 pos, int count)
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{
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if (prefab != null) SpawnVfx(prefab, pos, Quaternion.identity);
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@@ -497,12 +559,14 @@ namespace ProjectM.Client
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fn.Active = true;
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fn.Age = 0f;
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fn.Life = 0.7f;
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float mag = Mathf.Clamp01(amount / Mathf.Max(1f, FeelConfig.HitStopRefDamage)); // big hits read bigger
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fn.Life = Mathf.Lerp(0.6f, 0.95f, mag);
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fn.Tm.text = Mathf.Max(1, Mathf.RoundToInt(amount)).ToString();
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fn.BaseColor = isLocalPlayer ? new Color(1f, 0.5f, 0.22f) : new Color(0.45f, 0.92f, 1f); // Blight orange (hurt) / Aether cyan (you hit)
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fn.Tm.color = fn.BaseColor;
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fn.Tr.position = worldPos + Vector3.up * 1.4f + new Vector3(UnityEngine.Random.Range(-0.25f, 0.25f), 0f, 0f);
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fn.Vel = new Vector3(0f, 2.2f, 0f);
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fn.Tr.localScale = Vector3.one * Mathf.Lerp(0.85f, 1.5f, mag);
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fn.Tr.gameObject.SetActive(true);
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if (cam != null) fn.Tr.rotation = cam.transform.rotation;
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}
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@@ -668,7 +732,7 @@ namespace ProjectM.Client
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// Trigger a cone-shaped slash matching the LIVE melee range + half-angle, oriented along facing. The arc IS
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// the range telegraph (MC-4 clarity) AND now SWEEPS across + ramps per combo step so the swing reads as a
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// directional, escalating cleave rather than a static flash.
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void TriggerSlash(Vector3 pos, float2 facing, float range, float halfAngle, int step, int comboLen)
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void TriggerSlash(Vector3 pos, float2 facing, float range, float halfAngle, int step, int comboLen, bool connected)
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{
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if (_slashMr == null || _slashMat == null) return;
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bool finisher = step >= comboLen;
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@@ -685,6 +749,7 @@ namespace ProjectM.Client
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_slashTint = finisher
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? new Color(3.4f, 2.4f, 0.7f) // finisher: warm HDR flash
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: Color.Lerp(new Color(1.2f, 1.9f, 2.6f), new Color(1.9f, 2.8f, 3.4f), t); // cool, brighter per step
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if (connected) _slashTint *= 1.6f; // brighter arc on a confirmed bite (the immediate "you hit" read)
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_slashLife = finisher ? 0.28f : Mathf.Lerp(0.15f, 0.20f, t);
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_slashAge = 0f;
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_slashActive = true;
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@@ -109,6 +109,32 @@ namespace ProjectM.Client
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/// Health flicker on a clean dodge — the documented acceptable-not-a-bug interaction).</summary>
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public static bool DashHitSuppress;
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// ---- Combat feel pass (2026-06): connect cue, hit-flash, kill pop, footsteps, rumble, telegraph beep ----
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/// <summary>Hit-flash puff density (a colored particle burst in HitFlashColor on an enemy damage edge).</summary>
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public static int HitFlashBurstCount;
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/// <summary>Extra FOV punch (deg) when the LOCAL melee cleave is confirmed to connect (vs a whiff).</summary>
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public static float MeleeConnectFovKick;
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/// <summary>Volume of the meaty melee connect "thunk".</summary>
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public static float MeleeConnectVolume;
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/// <summary>Kill-pop colored flash density on an enemy death.</summary>
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public static int KillFlashBurstCount;
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/// <summary>Soft footstep SFX volume.</summary>
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public static float FootstepVolume;
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/// <summary>Seconds between footsteps while the local player is moving.</summary>
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public static float FootstepIntervalSec;
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/// <summary>Local player speed (u/s) above which footsteps play.</summary>
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public static float FootstepMinSpeed;
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/// <summary>Master gate for gamepad rumble (no-op on KBM).</summary>
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public static bool RumbleEnabled;
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/// <summary>Rumble strength on a local hit taken / dealt.</summary>
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public static float RumbleHit;
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/// <summary>Rumble strength on a kill.</summary>
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public static float RumbleKill;
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/// <summary>Rumble strength on dash / local death (the heaviest).</summary>
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public static float RumbleHeavy;
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/// <summary>Seconds a rumble pulse lasts before it auto-stops.</summary>
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public static float RumbleDurationSec;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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public static void ResetDefaults()
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{
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@@ -161,6 +187,20 @@ namespace ProjectM.Client
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DashSfxVolume = 0.55f;
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DashShimmerPerFrame = 2;
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DashHitSuppress = true;
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// Combat feel pass (2026-06)
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HitFlashBurstCount = 16;
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MeleeConnectFovKick = 0.8f;
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MeleeConnectVolume = 0.55f;
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KillFlashBurstCount = 20;
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FootstepVolume = 0.16f;
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FootstepIntervalSec = 0.32f;
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FootstepMinSpeed = 1.5f;
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RumbleEnabled = true;
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RumbleHit = 0.25f;
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RumbleKill = 0.45f;
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RumbleHeavy = 0.6f;
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RumbleDurationSec = 0.12f;
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}
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}
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}
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@@ -0,0 +1,54 @@
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Gamepad rumble for combat feel — a static bridge (mirrors <see cref="FeelConfig"/> / <see cref="AimPresentation"/>).
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/// <see cref="Pulse"/> sets the motors and stamps a stop time; <see cref="Tick"/> (called once per frame from
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/// <c>CombatFeedbackSystem</c>) stops them when the pulse elapses OR the app loses focus, so a rumble never sticks.
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/// A no-op when no pad is connected; the CALLER gates to the Gamepad scheme. Statics survive fast-enter-playmode
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/// reloads, so <see cref="ResetState"/> re-arms clean on play-enter and stops any leaked motor (the AimPresentation
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/// reset idiom). Presentation-only, main-thread, never touches the simulation.
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/// </summary>
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public static class RumbleUtil
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{
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static float s_StopTime;
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static bool s_Active;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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static void ResetState()
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{
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s_Active = false;
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s_StopTime = 0f;
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Stop();
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}
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/// <summary>Pulse both motors at the given low/high strengths for durSec, then auto-stop. No-op without a pad.</summary>
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public static void Pulse(float low, float high, float durSec)
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{
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var pad = Gamepad.current;
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if (pad == null) return;
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pad.SetMotorSpeeds(Mathf.Clamp01(low), Mathf.Clamp01(high));
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s_StopTime = Time.unscaledTime + Mathf.Max(0.02f, durSec);
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s_Active = true;
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}
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/// <summary>Call once per frame: stops the motors when the pulse elapses or focus is lost.</summary>
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public static void Tick()
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{
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if (!s_Active) return;
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if (!Application.isFocused || Time.unscaledTime >= s_StopTime)
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{
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Stop();
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s_Active = false;
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}
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}
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static void Stop()
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{
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var pad = Gamepad.current;
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if (pad != null) pad.ResetHaptics();
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 2f7005e66cfc2ce4d825ebad3cdc9eac
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