diff --git a/Assets/_Project/Scripts/Client/Presentation/CombatFeedbackSystem.cs b/Assets/_Project/Scripts/Client/Presentation/CombatFeedbackSystem.cs index 0f5d7eae5..faa2c3314 100644 --- a/Assets/_Project/Scripts/Client/Presentation/CombatFeedbackSystem.cs +++ b/Assets/_Project/Scripts/Client/Presentation/CombatFeedbackSystem.cs @@ -60,6 +60,8 @@ namespace ProjectM.Client Color _slashTint; float _slashAge, _slashLife; bool _slashActive; + float _slashRange, _slashHalf; // live cone geometry re-sampled each frame for the per-frame sweep rebuild + int _slashSweepSign = 1; // alternate sweep direction per combo step (reads as alternating strikes) Material _dangerMat; readonly Dictionary _dangerZones = new(); readonly HashSet _dangerSeen = new(); @@ -329,7 +331,7 @@ 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, finisher); // the arc IS the range telegraph (MC-4 visual clarity) + TriggerSlash((Vector3)localPos, new float2(face.x, face.z), slashRange, slashHalf, step, comboLen); // arc sweeps + ramps per step (MC-4 clarity) if (finisher) PrototypeCameraRig.PunchFov(FeelConfig.DashFovKick * 0.6f, FeelConfig.HitStopDurationMs); } _lastLocalSwingTick = mc.SwingStartTick; @@ -624,24 +626,28 @@ namespace ProjectM.Client } // Rebuild the crescent (inner->outer arc) for the LIVE cone half-angle + range, in local +Z-forward space. - void BuildSlashMesh(float range, float halfAngle) + // `reveal` (0..1) sweeps the arc open from one edge (sweepSign) toward the other so the cleave reads directional. + void BuildSlashMesh(float range, float halfAngle, float reveal, int sweepSign) { const int seg = 16; float r1 = Mathf.Max(0.4f, range); float r0 = r1 * 0.45f; + float aStart = sweepSign >= 0 ? -halfAngle : halfAngle; // trailing edge + float aFull = sweepSign >= 0 ? halfAngle : -halfAngle; // far edge + float aEnd = Mathf.Lerp(aStart, aFull, Mathf.Clamp01(reveal)); // current leading edge of the sweep var verts = new Vector3[(seg + 1) * 2]; var cols = new Color[(seg + 1) * 2]; var uvs = new Vector2[(seg + 1) * 2]; var tris = new int[seg * 6]; for (int i = 0; i <= seg; i++) { - float a = Mathf.Lerp(-halfAngle, halfAngle, i / (float)seg); + float a = Mathf.Lerp(aStart, aEnd, i / (float)seg); float sx = Mathf.Sin(a), cz = Mathf.Cos(a); verts[i * 2] = new Vector3(sx * r0, 0f, cz * r0); verts[i * 2 + 1] = new Vector3(sx * r1, 0f, cz * r1); - float across = 1f - Mathf.Abs(i / (float)seg * 2f - 1f); // 0 at edges, 1 at centre - cols[i * 2] = new Color(1f, 1f, 1f, 0.55f * (0.4f + 0.6f * across)); // inner brighter - cols[i * 2 + 1] = new Color(1f, 1f, 1f, 0f); // outer rim fades out + float lead = i / (float)seg; // 0 trailing -> 1 leading edge (brightest at the travelling blade) + cols[i * 2] = new Color(1f, 1f, 1f, 0.55f * (0.2f + 0.8f * lead)); // inner, brightest at the leading edge + cols[i * 2 + 1] = new Color(1f, 1f, 1f, 0f); // outer rim fades out uvs[i * 2] = new Vector2(0.5f, 0.5f); uvs[i * 2 + 1] = new Vector2(0.5f, 0.5f); } @@ -659,19 +665,27 @@ namespace ProjectM.Client _slashMesh.RecalculateBounds(); } - // Flash a cone-shaped slash matching the LIVE melee range + half-angle, oriented along facing. The arc IS the - // range telegraph (MC-4 visual clarity): the player sees exactly how far + how wide the cleave reaches. - void TriggerSlash(Vector3 pos, float2 facing, float range, float halfAngle, bool finisher) + // 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) { if (_slashMr == null || _slashMat == null) return; - BuildSlashMesh(range, halfAngle); + bool finisher = step >= comboLen; + _slashRange = range; _slashHalf = halfAngle; + _slashSweepSign = (step % 2 == 0) ? -1 : 1; // alternate L->R / R->L per swing -> reads as alternating strikes + BuildSlashMesh(range, halfAngle, 0f, _slashSweepSign); // start closed; UpdateSlash sweeps it open Vector3 f = math.lengthsq(facing) > 1e-6f ? new Vector3(facing.x, 0f, facing.y).normalized : Vector3.forward; var tr = _slashMr.transform; tr.position = pos + Vector3.up * 0.12f; tr.rotation = Quaternion.LookRotation(f, Vector3.up); tr.localScale = Vector3.one; - _slashTint = finisher ? new Color(3.2f, 2.3f, 0.7f) : new Color(1.6f, 2.4f, 3.2f); // finisher warm / light cool (HDR -> bloom) - _slashLife = finisher ? 0.26f : 0.17f; + // Per-step ramp so the chain visibly builds to the finisher (the steps were byte-identical before). + float t = comboLen > 1 ? math.saturate((step - 1) / (float)(comboLen - 1)) : 1f; + _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 + _slashLife = finisher ? 0.28f : Mathf.Lerp(0.15f, 0.20f, t); _slashAge = 0f; _slashActive = true; _slashMat.color = _slashTint; @@ -684,8 +698,12 @@ namespace ProjectM.Client _slashAge += dt; float u = _slashAge / Mathf.Max(1e-4f, _slashLife); if (u >= 1f) { _slashActive = false; _slashMr.enabled = false; return; } - var c = _slashTint; c.a = 1f - u; _slashMat.color = c; - _slashMr.transform.localScale = Vector3.one * (1f + u * 0.12f); + // MC-4 clarity: SWEEP the crescent open across the arc over the first ~60% of life (reads as a blade + // travelling through the cleave), then hold + fade — instead of popping the whole cone at once. + float reveal = Mathf.Clamp01(u / 0.6f); + BuildSlashMesh(_slashRange, _slashHalf, reveal, _slashSweepSign); + var c = _slashTint; c.a = u < 0.6f ? 1f : 1f - (u - 0.6f) / 0.4f; _slashMat.color = c; + _slashMr.transform.localScale = Vector3.one * (1f + u * 0.10f); } // Enemy attack TELEGRAPH (MC-4 clarity): while an enemy's AttackWindup counts down, paint a red ground danger