Slice 2 (WIP): class data layer + melee-augment routing
Foundation for Two Classes (DR-037). New ids (CharacterId.Warrior/Ranger, AbilityId.WarriorCone, StatTarget.MeleeDamage/MeleeRange); CharacterStatsRef.Id -> [GhostField] so the owning client folds the right class stats; MeleeComboSystem folds per-player MeleeDamage/MeleeRange off the replicated StatModifier buffer (HasBuffer-guarded -> identity without class seeds, so behavior-preserving). 345/345 EditMode. Slice 2 design review + locked forks logged in the session note. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -1,15 +1,16 @@
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using Unity.Entities;
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using Unity.NetCode;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Which authored character-stats definition this entity uses - a light key into the CharacterStats
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/// blob, replacing M2's inlined PlayerMoveStats values. Not replicated (baked identically on both
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/// worlds); promote to a GhostField if runtime character changes are ever needed. <c>Id</c> stores a
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/// blob, replacing M2's inlined PlayerMoveStats values. NOW a [GhostField] (Slice 2 classes) so the
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/// server-written per-player class id replicates -> the owning client folds correct stats. <c>Id</c> stores a
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/// <see cref="CharacterId"/>.
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/// </summary>
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public struct CharacterStatsRef : IComponentData
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{
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public byte Id;
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[GhostField] public byte Id;
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}
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}
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