Vault Re-Alignment

This commit is contained in:
2026-06-09 23:26:20 -07:00
parent a7405c3f38
commit da522efe7a
63 changed files with 119048 additions and 15 deletions
@@ -0,0 +1,27 @@
using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// MC-1 — marks a Husk prefab as a CHARGER variant. Compose this WITH <see cref="EnemyAuthoring"/> on the
/// prefab root (both bakers share the primary entity): EnemyAuthoring bakes the common Husk components and
/// Charger-tuned stats; this bakes the server-only <see cref="LungeState"/> (zeroed = not lunging).
/// Component-PRESENCE is the discriminator <c>EnemyAISystem</c> branches on — no enum/brain byte (the Burst
/// cross-assembly-enum hazard) — routing the Charger to the commit→lunge→whiff-stagger pass while the Grunt
/// pass excludes it via <c>.WithNone&lt;LungeState&gt;()</c>. NOT a <c>[GhostField]</c>: the lunged position
/// replicates via stock LocalTransform like every Husk.
/// </summary>
public class ChargerAuthoring : MonoBehaviour
{
private class ChargerBaker : Baker<ChargerAuthoring>
{
public override void Bake(ChargerAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent<LungeState>(entity);
}
}
}
}