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>
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