Import art/VFX asset packs + game-feel systems; normalize texture extensions to lowercase for LFS
Add BefourStudios SciFi environment packs, Gabriel Aguiar VFX, and the ShaderCrew Toon Shader embedded packages, plus combat/enemy/wave/death gameplay systems and supporting vault docs/screenshots. Rename 11 vendor textures from uppercase .PNG/.HDR to lowercase so the case-sensitive Git LFS filters (*.png/*.hdr) match on case-sensitive filesystems (Linux CI, case-sensitive macOS), not just locally where core.ignorecase=true masks the gap. Each .meta moved with its asset so GUID references are preserved. All ~1000 binaries tracked via LFS. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,56 @@
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using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// Authoring for the Husk enemy prefab. Bakes the gameplay components onto a prefab whose ghost setup
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/// (GhostAuthoringComponent: interpolated, ownerless) is inherited by DUPLICATING an existing interpolated
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/// ghost (UpgradePickup.prefab) — so the Husk replicates to all clients with no hand-written <c>[GhostField]</c>
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/// (the stock LocalTransform variant carries its server-driven position). Damageable exactly like the training
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/// dummy (Health/HitRadius/DamageEvent) plus the Husk AI tunables. <c>GetEntity(Dynamic)</c> gives a
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/// runtime-mutable LocalTransform for server-authoritative movement and hit tests.
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/// </summary>
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public class EnemyAuthoring : MonoBehaviour
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{
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[Min(0f), Tooltip("Starting and maximum health for the Husk.")]
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public float MaxHealth = 30f;
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[Min(0f), Tooltip("World-unit radius used by the projectile hit test.")]
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public float HitRadius = 0.7f;
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[Min(0f), Tooltip("Planar seek speed toward the nearest player, units/second.")]
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public float MoveSpeed = 3.5f;
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[Min(0f), Tooltip("Centre-to-centre distance at which the Husk can strike a player.")]
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public float AttackRange = 1.6f;
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[Min(0f), Tooltip("Damage dealt per strike.")]
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public float AttackDamage = 8f;
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[Min(1), Tooltip("Simulation ticks between strikes (~60 ticks/sec).")]
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public int AttackCooldownTicks = 36;
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private class EnemyBaker : Baker<EnemyAuthoring>
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{
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public override void Bake(EnemyAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
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AddComponent<EnemyTag>(entity);
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AddComponent(entity, new Health { Current = authoring.MaxHealth, Max = authoring.MaxHealth });
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AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
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AddBuffer<DamageEvent>(entity);
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AddComponent(entity, new EnemyStats
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{
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MoveSpeed = authoring.MoveSpeed,
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AttackRange = authoring.AttackRange,
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AttackDamage = authoring.AttackDamage,
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AttackCooldownTicks = authoring.AttackCooldownTicks,
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});
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AddComponent(entity, new EnemyAttackCooldown { NextAttackTick = 0 });
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}
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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: 6b014797e9092694b9568c5b66d34a55
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@@ -0,0 +1,63 @@
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using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// Authoring for the Husk wave/threat director (singleton). Place on one GameObject in the gameplay subscene;
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/// the server-only <c>WaveSystem</c> reads it. Bakes a <see cref="WaveDirector"/> config + a
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/// <see cref="WaveEnemyPrefab"/> pool (the assigned Husk variant prefabs, spawned round-robin) + the initial
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/// <see cref="WaveState"/>. The entity carries no transform; only the referenced prefabs need a runtime transform.
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/// </summary>
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public class WaveDirectorAuthoring : MonoBehaviour
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{
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[Tooltip("Husk variant prefabs to spawn (round-robin). Each must carry EnemyAuthoring + an interpolated GhostAuthoringComponent.")]
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public GameObject[] EnemyPrefabs;
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[Min(0f)] public float RingRadius = 16f;
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[Min(1)] public int RingSlots = 10;
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[Min(1), Tooltip("Husks in wave 1.")] public int BaseCount = 4;
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[Min(0), Tooltip("Additional Husks per subsequent wave.")] public int CountPerWave = 2;
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[Min(1), Tooltip("Ticks between individual spawns within a wave (~60/sec).")] public int SpawnIntervalTicks = 24;
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[Min(1), Tooltip("Ticks of calm between waves (~60/sec).")] public int LullTicks = 240;
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private class WaveDirectorBaker : Baker<WaveDirectorAuthoring>
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{
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public override void Bake(WaveDirectorAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.None);
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AddComponent(entity, new WaveDirector
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{
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RingRadius = authoring.RingRadius,
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RingSlots = authoring.RingSlots,
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BaseCount = authoring.BaseCount,
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CountPerWave = authoring.CountPerWave,
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SpawnIntervalTicks = authoring.SpawnIntervalTicks,
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LullTicks = authoring.LullTicks,
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});
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var buffer = AddBuffer<WaveEnemyPrefab>(entity);
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if (authoring.EnemyPrefabs != null)
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{
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foreach (var prefab in authoring.EnemyPrefabs)
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{
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if (prefab != null)
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buffer.Add(new WaveEnemyPrefab { Prefab = GetEntity(prefab, TransformUsageFlags.Dynamic) });
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}
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}
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AddComponent(entity, new WaveState
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{
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WaveNumber = 0,
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Phase = WavePhase.Lull,
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NextActionTick = 0,
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RemainingToSpawn = 0,
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SpawnCounter = 0,
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});
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}
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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: f0c287a066ae43b42b2bf1e1ccaa48bc
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@@ -28,6 +28,14 @@ namespace ProjectM.Authoring
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/// <summary>Projectile hit-test radius for the player as a damageable target, in world units.</summary>
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[Min(0f)] public float HitRadius = 0.6f;
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[Min(1)]
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[Tooltip("Ticks the player stays down before respawning at base (~60 ticks/sec).")]
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public int RespawnDelayTicks = 180;
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[Min(0)]
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[Tooltip("Ticks of post-respawn damage immunity (~60 ticks/sec).")]
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public int RespawnInvulnTicks = 120;
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private class PlayerBaker : Baker<PlayerAuthoring>
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{
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public override void Bake(PlayerAuthoring authoring)
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@@ -66,6 +74,13 @@ namespace ProjectM.Authoring
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AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
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AddComponent<AbilityCooldown>(entity);
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AddBuffer<DamageEvent>(entity);
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// Death gate (enableable, derived from Health by PlayerDeathStateSystem) baked DISABLED = alive;
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// plus the server-only respawn timer.
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AddComponent<Dead>(entity);
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SetComponentEnabled<Dead>(entity, false);
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AddComponent(entity, new RespawnState { RespawnTick = 0, DelayTicks = authoring.RespawnDelayTicks, InvulnTicks = authoring.RespawnInvulnTicks });
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AddComponent(entity, new RespawnInvuln { UntilTick = 0 });
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}
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}
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}
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@@ -0,0 +1,329 @@
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using System.Collections.Generic;
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using ProjectM.Simulation;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode;
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using Unity.Transforms;
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using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-only combat JUICE. A managed presentation system (SystemBase, main thread, NO Burst) in the
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/// <see cref="PresentationSystemGroup"/> that REACTS to replicated state — it never runs simulation. Each frame
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/// it edge-detects every damageable ghost's replicated <see cref="Health"/>: a decrease spawns a floating
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/// damage number + a hit-spark burst + a hit SFX + camera shake; a Husk despawn (server-authoritative death)
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/// spawns a death burst + death SFX; the local player crossing to 0 HP does the same. A local-player ability
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/// fire (AbilityCooldown advancing) spawns a muzzle flash + zap. Everything derives from already-replicated
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/// state, so it is correct without touching the prediction loop, and it lives only in the client world so the
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/// server never instantiates GameObjects. SFX are generated procedurally; VFX use a small runtime pool — the
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/// slice ships with NO binary audio/particle assets.
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/// <para>
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/// Per-entity last Health + position + isEnemy are cached in a managed dictionary (Entity is a stable client
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/// key for a ghost's lifetime); stale keys are pruned each frame (a pruned Husk = a kill → death VFX at its
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/// last position). Never destroys a ghost from the client — GhostDespawnSystem owns that off the snapshot
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/// protocol; we only OBSERVE.
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/// </para>
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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[UpdateInGroup(typeof(PresentationSystemGroup))]
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public partial class CombatFeedbackSystem : SystemBase
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{
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struct FxCache { public float Hp; public float3 Pos; public bool IsEnemy; }
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readonly Dictionary<Entity, FxCache> _cache = new();
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readonly HashSet<Entity> _seen = new();
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readonly List<Entity> _stale = new();
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readonly List<FloatingNumber> _numbers = new();
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Transform _fxRoot;
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ParticleSystem _hitFx;
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ParticleSystem _deathFx;
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ParticleSystem _muzzleFx;
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AudioClip _hitClip;
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AudioClip _deathClip;
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AudioClip _fireClip;
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Entity _localPlayer = Entity.Null;
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uint _lastLocalFireTick;
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bool _fireTickInit;
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const int NumberPoolSize = 32;
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protected override void OnCreate()
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{
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_hitClip = MakeClip("husk_hit", 640f, 180f, 0.10f, 0.5f, noise: true);
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_deathClip = MakeClip("husk_death", 320f, 50f, 0.34f, 0.55f, noise: false);
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_fireClip = MakeClip("fire", 880f, 1500f, 0.07f, 0.30f, noise: false);
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}
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protected override void OnStartRunning()
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{
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if (_fxRoot != null) return;
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_fxRoot = new GameObject("~CombatFeedbackFX").transform;
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var mat = MakeParticleMaterial();
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_hitFx = MakeBurst("HitSparks", mat, new Color(3f, 2.2f, 0.6f), 0.13f, 7f, 0.32f, 256);
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_deathFx = MakeBurst("DeathBurst", mat, new Color(3.2f, 0.7f, 0.25f), 0.22f, 9f, 0.55f, 512);
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_muzzleFx = MakeBurst("Muzzle", mat, new Color(0.6f, 2.4f, 3.2f), 0.12f, 5f, 0.20f, 128);
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for (int i = 0; i < NumberPoolSize; i++)
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_numbers.Add(CreateNumber());
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}
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protected override void OnDestroy()
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{
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if (_fxRoot != null)
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Object.Destroy(_fxRoot.gameObject);
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}
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protected override void OnUpdate()
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{
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float dt = SystemAPI.Time.DeltaTime;
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var cam = Camera.main;
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// Make sure predicted/physics jobs writing these are done before this main-thread read.
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EntityManager.CompleteDependencyBeforeRO<Health>();
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EntityManager.CompleteDependencyBeforeRO<LocalTransform>();
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// Resolve the local player (for hit colouring + fire feedback).
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_localPlayer = Entity.Null;
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float3 localPos = default;
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foreach (var (xf, entity) in SystemAPI.Query<RefRO<LocalTransform>>()
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.WithAll<GhostOwnerIsLocal, PlayerTag>().WithEntityAccess())
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{
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_localPlayer = entity;
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localPos = xf.ValueRO.Position;
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}
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// Edge-detect Health on every damageable ghost (players + Husks).
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_seen.Clear();
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foreach (var (health, xf, entity) in
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SystemAPI.Query<RefRO<Health>, RefRO<LocalTransform>>().WithEntityAccess())
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{
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_seen.Add(entity);
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float cur = health.ValueRO.Current;
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float3 p = xf.ValueRO.Position;
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bool isEnemy = SystemAPI.HasComponent<EnemyTag>(entity);
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bool isLocalPlayer = entity == _localPlayer;
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if (_cache.TryGetValue(entity, out var prev))
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{
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if (cur < prev.Hp - 0.001f)
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{
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SpawnNumber(prev.Hp - cur, (Vector3)p, isLocalPlayer, cam);
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EmitAt(_hitFx, (Vector3)p + Vector3.up * 0.8f, 10);
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PlayClip(_hitClip, (Vector3)p, 0.7f);
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PrototypeCameraRig.AddShake(isLocalPlayer ? 0.32f : 0.10f);
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}
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// Player death (players don't despawn — they respawn; Husk death is handled on prune).
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if (!isEnemy && cur <= 0f && prev.Hp > 0f)
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{
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EmitAt(_deathFx, (Vector3)p + Vector3.up * 0.5f, 28);
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PlayClip(_deathClip, (Vector3)p, 0.7f);
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PrototypeCameraRig.AddShake(isLocalPlayer ? 0.5f : 0.25f);
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}
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}
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_cache[entity] = new FxCache { Hp = cur, Pos = p, IsEnemy = isEnemy };
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}
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// Prune despawned ghosts. A Husk that vanished was killed -> death VFX at its last position.
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if (_cache.Count != _seen.Count)
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{
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_stale.Clear();
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foreach (var kv in _cache)
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if (!_seen.Contains(kv.Key)) _stale.Add(kv.Key);
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for (int i = 0; i < _stale.Count; i++)
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{
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var c = _cache[_stale[i]];
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if (c.IsEnemy)
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{
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EmitAt(_deathFx, (Vector3)c.Pos + Vector3.up * 0.5f, 28);
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PlayClip(_deathClip, (Vector3)c.Pos, 0.65f);
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PrototypeCameraRig.AddShake(0.16f);
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}
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_cache.Remove(_stale[i]);
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}
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}
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// Local-player fire feedback: AbilityCooldown.NextFireTick advances on each shot.
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if (_localPlayer != Entity.Null && EntityManager.HasComponent<AbilityCooldown>(_localPlayer))
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{
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uint nextFire = EntityManager.GetComponentData<AbilityCooldown>(_localPlayer).NextFireTick;
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if (_fireTickInit && nextFire != 0 && nextFire != _lastLocalFireTick)
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{
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EmitAt(_muzzleFx, (Vector3)localPos + Vector3.up * 0.9f, 8);
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PlayClip(_fireClip, (Vector3)localPos, 0.5f);
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}
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_lastLocalFireTick = nextFire;
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_fireTickInit = true;
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}
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AnimateNumbers(dt, cam);
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}
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// ---- Floating damage numbers (pooled, billboarded TextMesh) ----
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class FloatingNumber
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{
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public TextMesh Tm;
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public Transform Tr;
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public float Age;
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public float Life;
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public Vector3 Vel;
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public Color BaseColor;
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public bool Active;
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}
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FloatingNumber CreateNumber()
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{
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var go = new GameObject("DamageNumber");
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go.transform.SetParent(_fxRoot, false);
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var tm = go.AddComponent<TextMesh>();
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tm.characterSize = 0.12f;
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tm.fontSize = 64;
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tm.anchor = TextAnchor.MiddleCenter;
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tm.alignment = TextAlignment.Center;
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tm.color = Color.white;
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go.SetActive(false);
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return new FloatingNumber { Tm = tm, Tr = go.transform, Active = false };
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}
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void SpawnNumber(float amount, Vector3 worldPos, bool isLocalPlayer, Camera cam)
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{
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FloatingNumber fn = null;
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for (int i = 0; i < _numbers.Count; i++)
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if (!_numbers[i].Active) { fn = _numbers[i]; break; }
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if (fn == null) return; // pool exhausted this frame: drop (cheap)
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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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fn.Tm.text = Mathf.Max(1, Mathf.RoundToInt(amount)).ToString();
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fn.BaseColor = isLocalPlayer ? new Color(1f, 0.32f, 0.26f) : new Color(1f, 0.92f, 0.45f);
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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.gameObject.SetActive(true);
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if (cam != null) fn.Tr.rotation = cam.transform.rotation;
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}
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void AnimateNumbers(float dt, Camera cam)
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{
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for (int i = 0; i < _numbers.Count; i++)
|
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{
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var fn = _numbers[i];
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if (!fn.Active) continue;
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fn.Age += dt;
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if (fn.Age >= fn.Life)
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{
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fn.Active = false;
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fn.Tr.gameObject.SetActive(false);
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continue;
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}
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fn.Vel.y -= 3.5f * dt; // ease the rise
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fn.Tr.position += fn.Vel * dt;
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if (cam != null) fn.Tr.rotation = cam.transform.rotation;
|
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var c = fn.BaseColor;
|
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c.a = 1f - (fn.Age / fn.Life);
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fn.Tm.color = c;
|
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}
|
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}
|
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|
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// ---- Procedural SFX + pooled particle bursts ----
|
||||
|
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static AudioClip MakeClip(string name, float f0, float f1, float dur, float vol, bool noise)
|
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{
|
||||
const int rate = 44100;
|
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int len = Mathf.Max(16, (int)(dur * rate));
|
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var clip = AudioClip.Create(name, len, 1, rate, false);
|
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var data = new float[len];
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var rng = new System.Random(name.Length * 9973 + 7);
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float phase = 0f;
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for (int i = 0; i < len; i++)
|
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{
|
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float t = i / (float)len;
|
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float env = Mathf.Exp(-5f * t);
|
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float freq = Mathf.Lerp(f0, f1, t);
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phase += 2f * Mathf.PI * freq / rate;
|
||||
float s = noise ? (float)(rng.NextDouble() * 2.0 - 1.0) : Mathf.Sin(phase);
|
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data[i] = s * env * vol;
|
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}
|
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clip.SetData(data, 0);
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return clip;
|
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}
|
||||
|
||||
static Material MakeParticleMaterial()
|
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{
|
||||
// Sprites/Default is an always-included, transparent, vertex-coloured shader — reliable for
|
||||
// billboarded sparks; HDR start colours still push past the bloom threshold (Stage 5 look pass).
|
||||
Shader sh = Shader.Find("Sprites/Default");
|
||||
if (sh == null) sh = Shader.Find("Universal Render Pipeline/Particles/Unlit");
|
||||
if (sh == null) sh = Shader.Find("Unlit/Color");
|
||||
return new Material(sh) { name = "CombatFeedbackParticle" };
|
||||
}
|
||||
|
||||
ParticleSystem MakeBurst(string name, Material mat, Color color, float size, float speed, float life, int max)
|
||||
{
|
||||
var go = new GameObject(name);
|
||||
go.transform.SetParent(_fxRoot, false);
|
||||
var ps = go.AddComponent<ParticleSystem>();
|
||||
|
||||
var main = ps.main;
|
||||
main.loop = false;
|
||||
main.playOnAwake = false;
|
||||
// duration unused: manual Emit bursts with emission disabled
|
||||
main.startLifetime = life;
|
||||
main.startSpeed = speed;
|
||||
main.startSize = size;
|
||||
main.startColor = color;
|
||||
main.maxParticles = max;
|
||||
main.gravityModifier = 0f;
|
||||
main.simulationSpace = ParticleSystemSimulationSpace.World;
|
||||
|
||||
var emission = ps.emission;
|
||||
emission.enabled = false; // we Emit(count) manually
|
||||
|
||||
var shape = ps.shape;
|
||||
shape.enabled = true;
|
||||
shape.shapeType = ParticleSystemShapeType.Sphere;
|
||||
shape.radius = 0.06f;
|
||||
|
||||
var colOverLife = ps.colorOverLifetime;
|
||||
colOverLife.enabled = true;
|
||||
var grad = new Gradient();
|
||||
grad.SetKeys(
|
||||
new[] { new GradientColorKey(Color.white, 0f), new GradientColorKey(Color.white, 1f) },
|
||||
new[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(0f, 1f) });
|
||||
colOverLife.color = new ParticleSystem.MinMaxGradient(grad);
|
||||
|
||||
var sizeOverLife = ps.sizeOverLifetime;
|
||||
sizeOverLife.enabled = true;
|
||||
sizeOverLife.size = new ParticleSystem.MinMaxCurve(1f, AnimationCurve.Linear(0f, 1f, 1f, 0.2f));
|
||||
|
||||
var renderer = ps.GetComponent<ParticleSystemRenderer>();
|
||||
renderer.material = mat;
|
||||
renderer.renderMode = ParticleSystemRenderMode.Billboard;
|
||||
return ps;
|
||||
}
|
||||
|
||||
static void EmitAt(ParticleSystem ps, Vector3 pos, int count)
|
||||
{
|
||||
if (ps == null) return;
|
||||
ps.transform.position = pos;
|
||||
ps.Emit(count);
|
||||
}
|
||||
|
||||
static void PlayClip(AudioClip clip, Vector3 pos, float vol)
|
||||
{
|
||||
if (clip == null) return;
|
||||
AudioSource.PlayClipAtPoint(clip, pos, vol);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 61d55913bf02dba4aadd8667876115f8
|
||||
@@ -0,0 +1,215 @@
|
||||
using ProjectM.Simulation;
|
||||
using Unity.Entities;
|
||||
using Unity.NetCode;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace ProjectM.Client
|
||||
{
|
||||
/// <summary>
|
||||
/// Client-only screen HUD. A managed presentation SystemBase (<see cref="PresentationSystemGroup"/>) that builds
|
||||
/// a uGUI overlay canvas in code and drives it from the LOCAL player ghost each frame: a health bar
|
||||
/// (Health / EffectiveCharacterStats.MaxHealth), an ability-cooldown bar (AbilityCooldown vs NetworkTime
|
||||
/// ServerTick + EffectiveAbilityStats.CooldownTicks), a live Husk threat count, and a DOWNED/RESPAWNING overlay
|
||||
/// (the derived <see cref="Dead"/> gate). Presentation only — no simulation, client world only. Bars are
|
||||
/// RawImages over <c>Texture2D.whiteTexture</c> (always available; the fill width is the RectTransform's
|
||||
/// anchorMax.x), so the HUD needs no sprite assets — only a resolved builtin font for the labels.
|
||||
/// </summary>
|
||||
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
|
||||
[UpdateInGroup(typeof(PresentationSystemGroup))]
|
||||
public partial class HudSystem : SystemBase
|
||||
{
|
||||
Canvas _canvas;
|
||||
RectTransform _healthFill;
|
||||
RectTransform _cooldownFill;
|
||||
Text _healthText;
|
||||
Text _threatText;
|
||||
GameObject _respawnOverlay;
|
||||
EntityQuery _huskQuery;
|
||||
|
||||
protected override void OnCreate()
|
||||
{
|
||||
_huskQuery = GetEntityQuery(ComponentType.ReadOnly<EnemyTag>());
|
||||
}
|
||||
|
||||
protected override void OnStartRunning()
|
||||
{
|
||||
if (_canvas == null) BuildHud();
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
if (_canvas != null) Object.Destroy(_canvas.gameObject);
|
||||
}
|
||||
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
if (_canvas == null) return;
|
||||
|
||||
bool haveTick = SystemAPI.TryGetSingleton<NetworkTime>(out var nt);
|
||||
|
||||
bool found = false;
|
||||
float hp = 0f, maxHp = 1f, cdFrac = 1f;
|
||||
bool dead = false, shielded = false;
|
||||
|
||||
foreach (var (health, effChar, effAbility, cd, invuln, entity) in
|
||||
SystemAPI.Query<RefRO<Health>, RefRO<EffectiveCharacterStats>, RefRO<EffectiveAbilityStats>,
|
||||
RefRO<AbilityCooldown>, RefRO<RespawnInvuln>>()
|
||||
.WithAll<GhostOwnerIsLocal, PlayerTag>().WithEntityAccess())
|
||||
{
|
||||
found = true;
|
||||
hp = health.ValueRO.Current;
|
||||
maxHp = effChar.ValueRO.MaxHealth > 0f ? effChar.ValueRO.MaxHealth : health.ValueRO.Max;
|
||||
dead = SystemAPI.IsComponentEnabled<Dead>(entity);
|
||||
|
||||
// Cooldown fraction via wrap-safe NetworkTick compare (raw uint subtraction is unsafe across
|
||||
// tick wraparound — the project convention, mirroring AbilityFireSystem/EnemyAISystem).
|
||||
uint nextFire = cd.ValueRO.NextFireTick;
|
||||
int cdTicks = effAbility.ValueRO.CooldownTicks;
|
||||
var nextTick = new NetworkTick(nextFire);
|
||||
cdFrac = (haveTick && nextFire != 0 && cdTicks > 0 && nextTick.IsValid && nextTick.IsNewerThan(nt.ServerTick))
|
||||
? Mathf.Clamp01(1f - nextTick.TicksSince(nt.ServerTick) / (float)cdTicks)
|
||||
: 1f;
|
||||
|
||||
uint invulnUntil = invuln.ValueRO.UntilTick;
|
||||
var invulnTick = new NetworkTick(invulnUntil);
|
||||
shielded = haveTick && invulnUntil != 0 && invulnTick.IsValid && invulnTick.IsNewerThan(nt.ServerTick);
|
||||
break;
|
||||
}
|
||||
|
||||
_canvas.enabled = found;
|
||||
if (!found) return;
|
||||
|
||||
float frac = maxHp > 0f ? Mathf.Clamp01(hp / maxHp) : 0f;
|
||||
SetFill(_healthFill, frac);
|
||||
var hc = _healthFill.GetComponent<RawImage>();
|
||||
if (hc != null)
|
||||
hc.color = shielded
|
||||
? new Color(0.45f, 0.85f, 1f)
|
||||
: Color.Lerp(new Color(0.92f, 0.16f, 0.16f), new Color(0.25f, 0.9f, 0.5f), frac);
|
||||
if (_healthText != null)
|
||||
_healthText.text = Mathf.CeilToInt(Mathf.Max(0f, hp)) + " / " + Mathf.CeilToInt(maxHp) + (shielded ? " SHIELDED" : "");
|
||||
|
||||
SetFill(_cooldownFill, cdFrac);
|
||||
|
||||
if (_threatText != null)
|
||||
_threatText.text = "HUSKS " + _huskQuery.CalculateEntityCount();
|
||||
|
||||
_respawnOverlay.SetActive(dead);
|
||||
}
|
||||
|
||||
static void SetFill(RectTransform fill, float frac)
|
||||
{
|
||||
if (fill == null) return;
|
||||
var max = fill.anchorMax;
|
||||
max.x = Mathf.Clamp01(frac);
|
||||
fill.anchorMax = max;
|
||||
}
|
||||
|
||||
// ---- uGUI construction (code-built; no prefab/sprite assets) ----
|
||||
|
||||
void BuildHud()
|
||||
{
|
||||
var go = new GameObject("~HUD");
|
||||
_canvas = go.AddComponent<Canvas>();
|
||||
_canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||
_canvas.sortingOrder = 100;
|
||||
var scaler = go.AddComponent<CanvasScaler>();
|
||||
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||
scaler.referenceResolution = new Vector2(1920, 1080);
|
||||
go.AddComponent<GraphicRaycaster>();
|
||||
|
||||
var font = GetFont();
|
||||
|
||||
// Health bar (bottom-left).
|
||||
var hpBg = MakeBar("HealthBg", _canvas.transform, new Color(0f, 0f, 0f, 0.6f),
|
||||
new Vector2(40, 46), new Vector2(440, 40));
|
||||
_healthFill = MakeFill("HealthFill", hpBg, new Color(0.25f, 0.9f, 0.5f));
|
||||
_healthText = MakeText("HealthText", hpBg, "100 / 100", 24, TextAnchor.MiddleCenter, Color.white, font);
|
||||
|
||||
// Cooldown bar (just above health).
|
||||
var cdBg = MakeBar("CooldownBg", _canvas.transform, new Color(0f, 0f, 0f, 0.55f),
|
||||
new Vector2(40, 92), new Vector2(440, 14));
|
||||
_cooldownFill = MakeFill("CooldownFill", cdBg, new Color(0.4f, 0.8f, 1f));
|
||||
|
||||
// Threat count (top-right).
|
||||
_threatText = MakeText("ThreatText", _canvas.transform, "HUSKS 0", 30, TextAnchor.UpperRight,
|
||||
new Color(1f, 0.62f, 0.4f), font);
|
||||
var trt = _threatText.rectTransform;
|
||||
trt.anchorMin = new Vector2(1, 1); trt.anchorMax = new Vector2(1, 1); trt.pivot = new Vector2(1, 1);
|
||||
trt.anchoredPosition = new Vector2(-40, -30); trt.sizeDelta = new Vector2(380, 50);
|
||||
|
||||
// Downed / respawning overlay (full screen, toggled by Dead).
|
||||
_respawnOverlay = new GameObject("RespawnOverlay", typeof(RectTransform));
|
||||
_respawnOverlay.transform.SetParent(_canvas.transform, false);
|
||||
var ov = _respawnOverlay.AddComponent<RawImage>();
|
||||
ov.texture = Texture2D.whiteTexture;
|
||||
ov.color = new Color(0.35f, 0f, 0f, 0.35f);
|
||||
ov.raycastTarget = false;
|
||||
Stretch((RectTransform)_respawnOverlay.transform);
|
||||
var rtext = MakeText("RespawnText", _respawnOverlay.transform, "DOWNED - RESPAWNING", 56,
|
||||
TextAnchor.MiddleCenter, new Color(1f, 0.45f, 0.4f), font);
|
||||
Stretch(rtext.rectTransform);
|
||||
_respawnOverlay.SetActive(false);
|
||||
}
|
||||
|
||||
static RectTransform MakeBar(string name, Transform parent, Color color, Vector2 anchoredPos, Vector2 size)
|
||||
{
|
||||
var go = new GameObject(name, typeof(RectTransform));
|
||||
go.transform.SetParent(parent, false);
|
||||
var img = go.AddComponent<RawImage>();
|
||||
img.texture = Texture2D.whiteTexture;
|
||||
img.color = color;
|
||||
img.raycastTarget = false;
|
||||
var rt = (RectTransform)go.transform;
|
||||
rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.zero; rt.pivot = Vector2.zero;
|
||||
rt.anchoredPosition = anchoredPos; rt.sizeDelta = size;
|
||||
return rt;
|
||||
}
|
||||
|
||||
static RectTransform MakeFill(string name, RectTransform parent, Color color)
|
||||
{
|
||||
var go = new GameObject(name, typeof(RectTransform));
|
||||
go.transform.SetParent(parent, false);
|
||||
var img = go.AddComponent<RawImage>();
|
||||
img.texture = Texture2D.whiteTexture;
|
||||
img.color = color;
|
||||
img.raycastTarget = false;
|
||||
var rt = (RectTransform)go.transform;
|
||||
rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one; rt.pivot = Vector2.zero;
|
||||
rt.offsetMin = new Vector2(3, 3); rt.offsetMax = new Vector2(-3, -3);
|
||||
return rt;
|
||||
}
|
||||
|
||||
static Text MakeText(string name, Transform parent, string text, int size, TextAnchor anchor, Color color, Font font)
|
||||
{
|
||||
var go = new GameObject(name, typeof(RectTransform));
|
||||
go.transform.SetParent(parent, false);
|
||||
var t = go.AddComponent<Text>();
|
||||
t.text = text;
|
||||
t.font = font;
|
||||
t.fontSize = size;
|
||||
t.alignment = anchor;
|
||||
t.color = color;
|
||||
t.horizontalOverflow = HorizontalWrapMode.Overflow;
|
||||
t.verticalOverflow = VerticalWrapMode.Overflow;
|
||||
t.raycastTarget = false;
|
||||
Stretch(t.rectTransform);
|
||||
return t;
|
||||
}
|
||||
|
||||
static void Stretch(RectTransform rt)
|
||||
{
|
||||
rt.anchorMin = Vector2.zero; rt.anchorMax = Vector2.one;
|
||||
rt.offsetMin = Vector2.zero; rt.offsetMax = Vector2.zero;
|
||||
}
|
||||
|
||||
static Font GetFont()
|
||||
{
|
||||
Font f = Resources.GetBuiltinResource<Font>("LegacyRuntime.ttf");
|
||||
if (f == null) f = Resources.GetBuiltinResource<Font>("Arial.ttf");
|
||||
if (f == null) f = Font.CreateDynamicFontFromOSFont(new[] { "Arial", "Liberation Sans", "DejaVu Sans" }, 28);
|
||||
return f;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 67696deb509086a408e38872c904a8e6
|
||||
@@ -30,6 +30,13 @@ namespace ProjectM.Client
|
||||
/// <summary>True while a locally-owned player exists to follow.</summary>
|
||||
public static bool HasTarget;
|
||||
|
||||
/// <summary>Accumulated camera-shake amplitude (world units), decayed each LateUpdate. Driven by
|
||||
/// AddShake from the client combat-feedback layer (presentation only, netcode-safe - never the sim).</summary>
|
||||
static float s_shake;
|
||||
|
||||
/// <summary>Add a one-shot camera-shake impulse (clamped). Called by CombatFeedbackSystem on hits/deaths.</summary>
|
||||
public static void AddShake(float amount) => s_shake = Mathf.Min(s_shake + amount, 0.8f);
|
||||
|
||||
[Header("Angle (degrees)")]
|
||||
[Range(10f, 89f)] public float Pitch = 45f;
|
||||
[Range(-180f, 180f)] public float Yaw = 0f;
|
||||
@@ -69,7 +76,13 @@ namespace ProjectM.Client
|
||||
Vector3 desired = target - (rot * Vector3.forward) * Distance;
|
||||
|
||||
float k = FollowSharpness <= 0f ? 1f : 1f - Mathf.Exp(-FollowSharpness * Time.deltaTime);
|
||||
transform.SetPositionAndRotation(Vector3.Lerp(transform.position, desired, k), rot);
|
||||
Vector3 basePos = Vector3.Lerp(transform.position, desired, k);
|
||||
if (s_shake > 0.0001f)
|
||||
{
|
||||
basePos += UnityEngine.Random.insideUnitSphere * s_shake;
|
||||
s_shake = Mathf.Lerp(s_shake, 0f, 1f - Mathf.Exp(-12f * Time.deltaTime));
|
||||
}
|
||||
transform.SetPositionAndRotation(basePos, rot);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -11,7 +11,8 @@
|
||||
"Unity.NetCode",
|
||||
"Unity.Entities.Graphics",
|
||||
"Unity.InputSystem",
|
||||
"Unity.Networking.Transport"
|
||||
"Unity.Networking.Transport",
|
||||
"UnityEngine.UI"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
|
||||
@@ -0,0 +1,131 @@
|
||||
using ProjectM.Simulation;
|
||||
using Unity.Burst;
|
||||
using Unity.Collections;
|
||||
using Unity.Entities;
|
||||
using Unity.Mathematics;
|
||||
using Unity.NetCode;
|
||||
using Unity.Transforms;
|
||||
|
||||
namespace ProjectM.Server
|
||||
{
|
||||
/// <summary>
|
||||
/// Server-authoritative Husk AI: each tick every Husk seeks the nearest LIVING player and strikes on
|
||||
/// contact. Husks are OWNERLESS INTERPOLATED ghosts (not predicted), so this runs SERVER-ONLY in the plain
|
||||
/// <see cref="SimulationSystemGroup"/> — writing <see cref="LocalTransform"/> directly (replicated to clients
|
||||
/// by the stock LocalTransform default variant; no hand-written <c>[GhostField]</c>). Ordered
|
||||
/// <c>[UpdateAfter(PredictedSimulationSystemGroup)]</c> (the predicted group is OrderFirst, so UpdateBefore is ignored) so a contact <see cref="DamageEvent"/> appended this
|
||||
/// tick is drained the following tick by <see cref="HealthApplyDamageSystem"/> (which runs inside the predicted
|
||||
/// group on the server). No <c>Simulate</c> filter: interpolated ghosts are not predicted and the server has
|
||||
/// no rollback, so every Husk advances exactly once per tick. Movement/attack math is the pure, deterministic
|
||||
/// <see cref="EnemyAIMath"/>; server fixed-step <c>SystemAPI.Time.DeltaTime</c> is correct here (not the
|
||||
/// rollback loop). Structural-free: the only deferred op is appending to the player's DamageEvent buffer.
|
||||
/// </summary>
|
||||
[BurstCompile]
|
||||
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
|
||||
[UpdateInGroup(typeof(SimulationSystemGroup))]
|
||||
[UpdateAfter(typeof(PredictedSimulationSystemGroup))]
|
||||
public partial struct EnemyAISystem : ISystem
|
||||
{
|
||||
[BurstCompile]
|
||||
public void OnCreate(ref SystemState state)
|
||||
{
|
||||
state.RequireForUpdate<NetworkTime>();
|
||||
state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly<EnemyTag>()));
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public void OnUpdate(ref SystemState state)
|
||||
{
|
||||
// Snapshot living player targets once this tick (stable query order).
|
||||
var playerEntities = new NativeList<Entity>(Allocator.Temp);
|
||||
var playerPositions = new NativeList<float3>(Allocator.Temp);
|
||||
foreach (var (xform, health, entity) in
|
||||
SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>()
|
||||
.WithAll<PlayerTag>()
|
||||
.WithEntityAccess())
|
||||
{
|
||||
if (health.ValueRO.Current <= 0f)
|
||||
continue; // don't chase or strike a corpse
|
||||
playerEntities.Add(entity);
|
||||
playerPositions.Add(xform.ValueRO.Position);
|
||||
}
|
||||
|
||||
if (playerEntities.Length == 0)
|
||||
{
|
||||
playerEntities.Dispose();
|
||||
playerPositions.Dispose();
|
||||
return;
|
||||
}
|
||||
|
||||
float dt = SystemAPI.Time.DeltaTime;
|
||||
var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
|
||||
var ecb = new EntityCommandBuffer(Allocator.Temp);
|
||||
|
||||
foreach (var (xform, stats, cooldown) in
|
||||
SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<EnemyAttackCooldown>>()
|
||||
.WithAll<EnemyTag>())
|
||||
{
|
||||
float3 pos = xform.ValueRO.Position;
|
||||
|
||||
// Nearest living player (planar XZ).
|
||||
int best = -1;
|
||||
float bestSq = float.MaxValue;
|
||||
for (int i = 0; i < playerPositions.Length; i++)
|
||||
{
|
||||
float2 d = playerPositions[i].xz - pos.xz;
|
||||
float sq = math.lengthsq(d);
|
||||
if (sq < bestSq)
|
||||
{
|
||||
bestSq = sq;
|
||||
best = i;
|
||||
}
|
||||
}
|
||||
|
||||
float3 targetPos = playerPositions[best];
|
||||
|
||||
// Seek: stop just inside strike range so the Husk holds position to attack.
|
||||
float stopDistance = stats.ValueRO.AttackRange * 0.9f;
|
||||
float3 vel = EnemyAIMath.SeekVelocity(pos, targetPos, stats.ValueRO.MoveSpeed, stopDistance);
|
||||
float3 newPos = pos + vel * dt;
|
||||
newPos.y = pos.y; // hold the movement plane
|
||||
xform.ValueRW.Position = newPos;
|
||||
|
||||
// Face the target (planar) for presentation.
|
||||
float3 toTarget = targetPos - pos;
|
||||
toTarget.y = 0f;
|
||||
if (math.lengthsq(toTarget) > 1e-6f)
|
||||
xform.ValueRW.Rotation = quaternion.LookRotationSafe(math.normalize(toTarget), math.up());
|
||||
|
||||
// Strike on contact once the cooldown has elapsed.
|
||||
if (EnemyAIMath.InAttackRange(pos, targetPos, stats.ValueRO.AttackRange))
|
||||
{
|
||||
uint nextRaw = cooldown.ValueRO.NextAttackTick;
|
||||
bool ready = true;
|
||||
if (nextRaw != 0)
|
||||
{
|
||||
var nextTick = new NetworkTick(nextRaw);
|
||||
if (nextTick.IsValid && nextTick.IsNewerThan(serverTick))
|
||||
ready = false;
|
||||
}
|
||||
|
||||
if (ready)
|
||||
{
|
||||
ecb.AppendToBuffer(playerEntities[best], new DamageEvent
|
||||
{
|
||||
Amount = stats.ValueRO.AttackDamage,
|
||||
SourceNetworkId = -1, // environment / Husk, not a player
|
||||
});
|
||||
uint cooldownTicks = (uint)math.max(1, stats.ValueRO.AttackCooldownTicks);
|
||||
cooldown.ValueRW.NextAttackTick = TickUtil.NonZero(serverTick.TickIndexForValidTick + cooldownTicks);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ecb.Playback(state.EntityManager);
|
||||
|
||||
ecb.Dispose();
|
||||
playerEntities.Dispose();
|
||||
playerPositions.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5ab8a84c266f92b4c80b39ad9904a71d
|
||||
@@ -32,6 +32,7 @@ namespace ProjectM.Server
|
||||
public void OnUpdate(ref SystemState state)
|
||||
{
|
||||
var ecb = new EntityCommandBuffer(Allocator.Temp);
|
||||
bool haveTick = SystemAPI.TryGetSingleton<NetworkTime>(out var netTime);
|
||||
|
||||
foreach (var (health, dmg, entity) in
|
||||
SystemAPI.Query<RefRW<Health>, DynamicBuffer<DamageEvent>>()
|
||||
@@ -40,6 +41,21 @@ namespace ProjectM.Server
|
||||
if (dmg.Length == 0)
|
||||
continue;
|
||||
|
||||
// Respawn invulnerability: a freshly-recovered player ignores damage for a window.
|
||||
if (haveTick && netTime.ServerTick.IsValid && SystemAPI.HasComponent<RespawnInvuln>(entity))
|
||||
{
|
||||
uint until = SystemAPI.GetComponent<RespawnInvuln>(entity).UntilTick;
|
||||
if (until != 0)
|
||||
{
|
||||
var untilTick = new NetworkTick(until);
|
||||
if (untilTick.IsValid && untilTick.IsNewerThan(netTime.ServerTick))
|
||||
{
|
||||
dmg.Clear();
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float total = 0f;
|
||||
for (int i = 0; i < dmg.Length; i++)
|
||||
total += dmg[i].Amount;
|
||||
@@ -57,7 +73,7 @@ namespace ProjectM.Server
|
||||
health.ValueRW.Current = newHp;
|
||||
|
||||
// Server-authoritative death: training dummies despawn; player death is deferred (clamp only).
|
||||
if (health.ValueRO.Current <= 0f && SystemAPI.HasComponent<TrainingDummyTag>(entity))
|
||||
if (health.ValueRO.Current <= 0f && (SystemAPI.HasComponent<TrainingDummyTag>(entity) || SystemAPI.HasComponent<EnemyTag>(entity)))
|
||||
ecb.DestroyEntity(entity);
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,80 @@
|
||||
using ProjectM.Simulation;
|
||||
using Unity.Burst;
|
||||
using Unity.Entities;
|
||||
using Unity.Mathematics;
|
||||
using Unity.NetCode;
|
||||
using Unity.Transforms;
|
||||
|
||||
namespace ProjectM.Server
|
||||
{
|
||||
/// <summary>
|
||||
/// Server-authoritative player death→respawn timing. The "is dead" GATE is derived every predicted tick from
|
||||
/// replicated Health by <see cref="PlayerDeathStateSystem"/> (so movement/aim/fire stop on both server and
|
||||
/// owner-client); THIS system owns the timer + the authoritative recovery. Runs server-only in the plain
|
||||
/// <see cref="SimulationSystemGroup"/> AFTER the predicted group, so it observes this tick's post-damage Health.
|
||||
/// On first seeing Health<=0 it schedules a respawn tick; once due it refills Health to the effective max and
|
||||
/// repositions the player to its deterministic base spawn slot (<see cref="PlayerSpawnMath"/>). Health.Current
|
||||
/// (GhostField) + LocalTransform replicate, so the recovery reaches clients and the derived Dead clears.
|
||||
/// </summary>
|
||||
[BurstCompile]
|
||||
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
|
||||
[UpdateInGroup(typeof(SimulationSystemGroup))]
|
||||
[UpdateAfter(typeof(PredictedSimulationSystemGroup))]
|
||||
public partial struct PlayerRespawnSystem : ISystem
|
||||
{
|
||||
[BurstCompile]
|
||||
public void OnCreate(ref SystemState state)
|
||||
{
|
||||
state.RequireForUpdate<NetworkTime>();
|
||||
state.RequireForUpdate<PlayerSpawner>();
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public void OnUpdate(ref SystemState state)
|
||||
{
|
||||
var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
|
||||
if (!serverTick.IsValid)
|
||||
return;
|
||||
uint now = serverTick.TickIndexForValidTick;
|
||||
|
||||
var spawner = SystemAPI.GetSingleton<PlayerSpawner>();
|
||||
float3 center = spawner.SpawnPoint;
|
||||
if (SystemAPI.TryGetSingleton<BaseAnchor>(out var baseAnchor))
|
||||
center = BaseGridMath.PlotCenter(baseAnchor);
|
||||
|
||||
foreach (var (health, respawn, invuln, xform, owner, eff) in
|
||||
SystemAPI.Query<RefRW<Health>, RefRW<RespawnState>, RefRW<RespawnInvuln>, RefRW<LocalTransform>,
|
||||
RefRO<GhostOwner>, RefRO<EffectiveCharacterStats>>()
|
||||
.WithAll<PlayerTag>())
|
||||
{
|
||||
if (health.ValueRO.Current > 0f)
|
||||
{
|
||||
respawn.ValueRW.RespawnTick = 0; // alive: clear any pending schedule
|
||||
continue;
|
||||
}
|
||||
|
||||
// Dead this tick.
|
||||
if (respawn.ValueRO.RespawnTick == 0)
|
||||
{
|
||||
// Just died: schedule the recovery.
|
||||
respawn.ValueRW.RespawnTick = RespawnMath.RespawnTick(now, respawn.ValueRO.DelayTicks);
|
||||
}
|
||||
else if (RespawnMath.IsDue(now, respawn.ValueRO.RespawnTick))
|
||||
{
|
||||
// Recover: full health at the deterministic base spawn slot.
|
||||
float maxHealth = eff.ValueRO.MaxHealth > 0f ? eff.ValueRO.MaxHealth : health.ValueRO.Max;
|
||||
health.ValueRW.Current = maxHealth;
|
||||
|
||||
float3 pos = center + PlayerSpawnMath.SpawnOffset(
|
||||
owner.ValueRO.NetworkId, spawner.SpawnRingRadius, spawner.RingSlots);
|
||||
xform.ValueRW.Position = pos;
|
||||
|
||||
// Grant brief post-respawn damage immunity so the swarm can't instantly re-kill.
|
||||
invuln.ValueRW.UntilTick = TickUtil.NonZero(now + (uint)math.max(0, respawn.ValueRO.InvulnTicks));
|
||||
|
||||
respawn.ValueRW.RespawnTick = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bddd5fecdba7e6c45853f4360acdbe74
|
||||
@@ -0,0 +1,106 @@
|
||||
using ProjectM.Simulation;
|
||||
using Unity.Burst;
|
||||
using Unity.Collections;
|
||||
using Unity.Entities;
|
||||
using Unity.Mathematics;
|
||||
using Unity.NetCode;
|
||||
using Unity.Transforms;
|
||||
|
||||
namespace ProjectM.Server
|
||||
{
|
||||
/// <summary>
|
||||
/// Server-only Husk wave/threat director: a state machine that escalates the swarm. In <c>Lull</c> it waits
|
||||
/// until the lull timer expires, then starts the next wave (count = <c>BaseCount + (wave-1)*CountPerWave</c>). In
|
||||
/// <c>Spawning</c> it spawns one Husk every <c>SpawnIntervalTicks</c> at a deterministic ring slot around the
|
||||
/// <see cref="BaseAnchor"/>, round-robin over the <see cref="WaveEnemyPrefab"/> pool, until the wave is fully
|
||||
/// spawned; then it waits for the field to be cleared (no live <see cref="EnemyTag"/>) before returning to
|
||||
/// <c>Lull</c>. Plain <see cref="SimulationSystemGroup"/>, server-authoritative (Husks are interpolated ghosts).
|
||||
/// Replaces the flat <c>EnemySpawnSystem</c> sustain. Tick gating uses the wrap-safe <see cref="NetworkTick"/>
|
||||
/// compare + <see cref="TickUtil.NonZero"/>.
|
||||
/// </summary>
|
||||
[BurstCompile]
|
||||
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
|
||||
[UpdateInGroup(typeof(SimulationSystemGroup))]
|
||||
public partial struct WaveSystem : ISystem
|
||||
{
|
||||
EntityQuery m_AliveHusks;
|
||||
|
||||
[BurstCompile]
|
||||
public void OnCreate(ref SystemState state)
|
||||
{
|
||||
state.RequireForUpdate<WaveDirector>();
|
||||
state.RequireForUpdate<WaveState>();
|
||||
state.RequireForUpdate<NetworkTime>();
|
||||
m_AliveHusks = state.GetEntityQuery(ComponentType.ReadOnly<EnemyTag>());
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public void OnUpdate(ref SystemState state)
|
||||
{
|
||||
var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
|
||||
if (!serverTick.IsValid)
|
||||
return;
|
||||
uint now = serverTick.TickIndexForValidTick;
|
||||
|
||||
var director = SystemAPI.GetSingleton<WaveDirector>();
|
||||
var directorEntity = SystemAPI.GetSingletonEntity<WaveDirector>();
|
||||
var prefabs = SystemAPI.GetBuffer<WaveEnemyPrefab>(directorEntity);
|
||||
if (prefabs.Length == 0)
|
||||
return;
|
||||
|
||||
var wave = SystemAPI.GetComponent<WaveState>(directorEntity);
|
||||
|
||||
// Ring centre on the base plot when present.
|
||||
float3 center = new float3(0f, 1f, 0f);
|
||||
if (SystemAPI.TryGetSingleton<BaseAnchor>(out var baseAnchor))
|
||||
center = BaseGridMath.PlotCenter(baseAnchor);
|
||||
|
||||
// Due when no action is scheduled yet (NextActionTick 0) or the scheduled tick is at/behind now.
|
||||
bool dueNow = wave.NextActionTick == 0 || !new NetworkTick(wave.NextActionTick).IsNewerThan(serverTick);
|
||||
|
||||
if (wave.Phase == WavePhase.Lull)
|
||||
{
|
||||
if (dueNow)
|
||||
{
|
||||
// Start the next (bigger) wave.
|
||||
wave.WaveNumber += 1;
|
||||
wave.RemainingToSpawn =
|
||||
math.max(1, director.BaseCount + (wave.WaveNumber - 1) * director.CountPerWave);
|
||||
wave.Phase = WavePhase.Spawning;
|
||||
wave.NextActionTick = TickUtil.NonZero(now); // spawn the first Husk this tick
|
||||
}
|
||||
}
|
||||
else // Spawning
|
||||
{
|
||||
if (wave.RemainingToSpawn > 0)
|
||||
{
|
||||
if (dueNow)
|
||||
{
|
||||
int slots = math.max(1, director.RingSlots);
|
||||
int prefabIdx = wave.SpawnCounter % prefabs.Length;
|
||||
float3 pos = EnemyAIMath.RingPosition(center, wave.SpawnCounter, slots, director.RingRadius);
|
||||
pos.y = center.y;
|
||||
|
||||
var ecb = new EntityCommandBuffer(Allocator.Temp);
|
||||
var husk = ecb.Instantiate(prefabs[prefabIdx].Prefab);
|
||||
ecb.SetComponent(husk, LocalTransform.FromPosition(pos));
|
||||
ecb.Playback(state.EntityManager);
|
||||
ecb.Dispose();
|
||||
|
||||
wave.SpawnCounter += 1;
|
||||
wave.RemainingToSpawn -= 1;
|
||||
wave.NextActionTick = TickUtil.NonZero(now + (uint)math.max(1, director.SpawnIntervalTicks));
|
||||
}
|
||||
}
|
||||
else if (m_AliveHusks.CalculateEntityCount() == 0)
|
||||
{
|
||||
// Wave cleared: calm before the next.
|
||||
wave.Phase = WavePhase.Lull;
|
||||
wave.NextActionTick = TickUtil.NonZero(now + (uint)math.max(1, director.LullTicks));
|
||||
}
|
||||
}
|
||||
|
||||
SystemAPI.SetComponent(directorEntity, wave);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e9cc4f5328b0b794f965c102019f888a
|
||||
@@ -68,7 +68,7 @@ namespace ProjectM.Simulation
|
||||
if (isServer)
|
||||
{
|
||||
foreach (var dummyTransform in
|
||||
SystemAPI.Query<RefRO<LocalTransform>>().WithAll<TrainingDummyTag>())
|
||||
SystemAPI.Query<RefRO<LocalTransform>>().WithAny<TrainingDummyTag, EnemyTag>())
|
||||
{
|
||||
candidatePositions.Add(dummyTransform.ValueRO.Position);
|
||||
}
|
||||
@@ -81,7 +81,7 @@ namespace ProjectM.Simulation
|
||||
SystemAPI.Query<RefRO<PlayerInput>, RefRO<PlayerFacing>, RefRO<LocalTransform>,
|
||||
RefRO<EffectiveAbilityStats>, RefRO<AbilityRef>, RefRW<AbilityCooldown>,
|
||||
RefRO<GhostOwner>>()
|
||||
.WithAll<Simulate>()
|
||||
.WithAll<Simulate>().WithDisabled<Dead>()
|
||||
.WithEntityAccess())
|
||||
{
|
||||
// The InputEvent on the component carries the per-tick delta: set => fired this tick.
|
||||
@@ -162,7 +162,7 @@ namespace ProjectM.Simulation
|
||||
|
||||
// Earliest raw tick the player may fire again. Clamp cooldown to >= 1 tick.
|
||||
uint cooldownTicks = (uint)math.max(1, eff.ValueRO.CooldownTicks);
|
||||
cd.ValueRW.NextFireTick = serverTick.TickIndexForValidTick + cooldownTicks;
|
||||
cd.ValueRW.NextFireTick = TickUtil.NonZero(serverTick.TickIndexForValidTick + cooldownTicks);
|
||||
}
|
||||
|
||||
ecb.Playback(state.EntityManager);
|
||||
|
||||
@@ -0,0 +1,54 @@
|
||||
using Unity.Mathematics;
|
||||
|
||||
namespace ProjectM.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// Pure, deterministic Husk AI math — no RNG, no wall-clock — so server simulation stays reproducible and
|
||||
/// the helpers are EditMode-unit-testable without an ECS world (mirrors <see cref="PlayerSpawnMath"/> /
|
||||
/// <c>StatMath</c>).
|
||||
/// </summary>
|
||||
public static class EnemyAIMath
|
||||
{
|
||||
/// <summary>
|
||||
/// Planar (XZ) seek velocity from <paramref name="from"/> toward <paramref name="to"/> at
|
||||
/// <paramref name="speed"/>. Y is forced to 0 (top-down plane). Returns zero once within
|
||||
/// <paramref name="stopDistance"/> (so the Husk halts at strike range instead of jittering through the
|
||||
/// target) or when the two points coincide.
|
||||
/// </summary>
|
||||
public static float3 SeekVelocity(float3 from, float3 to, float speed, float stopDistance)
|
||||
{
|
||||
float3 d = to - from;
|
||||
d.y = 0f;
|
||||
float distSq = math.lengthsq(d);
|
||||
if (distSq <= stopDistance * stopDistance || distSq < 1e-8f)
|
||||
return float3.zero;
|
||||
return math.normalize(d) * speed;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// True when <paramref name="to"/> is within <paramref name="range"/> of <paramref name="from"/> on the
|
||||
/// XZ plane.
|
||||
/// </summary>
|
||||
public static bool InAttackRange(float3 from, float3 to, float range)
|
||||
{
|
||||
float3 d = to - from;
|
||||
d.y = 0f;
|
||||
return math.lengthsq(d) <= range * range;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Deterministic planar ring position around <paramref name="center"/> for spawn
|
||||
/// <paramref name="index"/>: evenly spaced over <paramref name="slots"/> angles at
|
||||
/// <paramref name="radius"/>. Stable per index so a replayed spawn lands identically.
|
||||
/// </summary>
|
||||
public static float3 RingPosition(float3 center, int index, int slots, float radius)
|
||||
{
|
||||
if (slots < 1)
|
||||
slots = 1;
|
||||
int slot = ((index % slots) + slots) % slots;
|
||||
float angle = (2f * math.PI * slot) / slots;
|
||||
math.sincos(angle, out float s, out float c);
|
||||
return center + new float3(c * radius, 0f, s * radius);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7db18ae1e3adab1448a9769b002fb9cd
|
||||
@@ -0,0 +1,43 @@
|
||||
using Unity.Entities;
|
||||
|
||||
namespace ProjectM.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// Marks a Husk enemy: a server-simulated, OWNERLESS INTERPOLATED ghost that seeks the nearest player
|
||||
/// and strikes on contact. Damageable like the training dummy (Health/HitRadius/DamageEvent), but unlike
|
||||
/// the dummy it IS a replicated ghost, so every client sees it. Movement is server-authoritative — written
|
||||
/// to LocalTransform in the plain <c>SimulationSystemGroup</c> (interpolated ghosts are NOT predicted) and
|
||||
/// replicated via the stock LocalTransform default variant (no hand-written <c>[GhostField]</c>). Spawned by
|
||||
/// the <see cref="WaveDirector"/> (round-robin over Husk variants).
|
||||
/// </summary>
|
||||
public struct EnemyTag : IComponentData { }
|
||||
|
||||
/// <summary>
|
||||
/// Baked Husk tunables — identical on both worlds, not replicated (only server systems read them). Different
|
||||
/// Husk variants (Grunt / Swarmer / Brute) are just different baked values of this component.
|
||||
/// </summary>
|
||||
public struct EnemyStats : IComponentData
|
||||
{
|
||||
/// <summary>Planar seek speed toward the target, world units/second.</summary>
|
||||
public float MoveSpeed;
|
||||
|
||||
/// <summary>Centre-to-centre distance at which the Husk can strike a player.</summary>
|
||||
public float AttackRange;
|
||||
|
||||
/// <summary>Damage dealt per strike.</summary>
|
||||
public float AttackDamage;
|
||||
|
||||
/// <summary>Simulation ticks between strikes.</summary>
|
||||
public int AttackCooldownTicks;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Server-only per-Husk attack gate. Raw tick value of the earliest tick it may strike again; <c>0</c> =
|
||||
/// ready. Compared by wrapping into a <see cref="Unity.NetCode.NetworkTick"/> (raw subtraction is unsafe
|
||||
/// across tick wraparound), mirroring <see cref="AbilityCooldown"/>. Not replicated.
|
||||
/// </summary>
|
||||
public struct EnemyAttackCooldown : IComponentData
|
||||
{
|
||||
public uint NextAttackTick;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d06ea439174f0cd45b95e9a6e02c14bf
|
||||
@@ -0,0 +1,17 @@
|
||||
namespace ProjectM.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// Shared tick helpers for the project-wide convention that a stored raw "next tick" value of <c>0</c> means
|
||||
/// "ready / nothing pending". A computed absolute tick (<c>ServerTick + delay</c>) can legitimately equal 0 at
|
||||
/// <see cref="uint"/> wraparound, which would be misread as "ready"; <see cref="NonZero"/> coerces it to 1 (a
|
||||
/// 1-tick error only at the single wrap instant). Mirrors the guard already inlined in
|
||||
/// <see cref="RespawnMath.RespawnTick"/>, applied consistently at every cooldown/spawn "next tick" write
|
||||
/// (<c>AbilityCooldown.NextFireTick</c>, <c>EnemyAttackCooldown.NextAttackTick</c>,
|
||||
/// <c>EnemySpawner.NextSpawnTick</c>).
|
||||
/// </summary>
|
||||
public static class TickUtil
|
||||
{
|
||||
/// <summary>Coerce a computed raw tick of 0 to 1 so it never collides with the "0 = ready" sentinel.</summary>
|
||||
public static uint NonZero(uint tick) => tick == 0u ? 1u : tick;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3cea93829504a584fabb291b2d559f2f
|
||||
@@ -0,0 +1,47 @@
|
||||
using Unity.Entities;
|
||||
|
||||
namespace ProjectM.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// Baked config for the Husk wave/threat director (singleton). The director escalates: wave N spawns
|
||||
/// <c>BaseCount + (N-1)*CountPerWave</c> Husks (round-robin over the <see cref="WaveEnemyPrefab"/> pool) at a
|
||||
/// deterministic ring around the <see cref="BaseAnchor"/>, one every <c>SpawnIntervalTicks</c>; once a wave is
|
||||
/// cleared the field stays calm for <c>LullTicks</c> before the next, bigger wave. Replaces the flat sustain.
|
||||
/// </summary>
|
||||
public struct WaveDirector : IComponentData
|
||||
{
|
||||
public float RingRadius;
|
||||
public int RingSlots;
|
||||
public int BaseCount;
|
||||
public int CountPerWave;
|
||||
public int SpawnIntervalTicks;
|
||||
public int LullTicks;
|
||||
}
|
||||
|
||||
/// <summary>Baked pool of Husk prefab variants the director draws from round-robin (Grunt / Swarmer / Brute / ...).</summary>
|
||||
public struct WaveEnemyPrefab : IBufferElementData
|
||||
{
|
||||
public Entity Prefab;
|
||||
}
|
||||
|
||||
/// <summary>Phase constants for <see cref="WaveState.Phase"/>.</summary>
|
||||
public static class WavePhase
|
||||
{
|
||||
public const byte Lull = 0;
|
||||
public const byte Spawning = 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Runtime state of the wave director (server-only singleton; not replicated). Tracks the current wave, the
|
||||
/// phase (lull vs spawning), the next action tick, how many Husks remain to spawn this wave, and a monotonic
|
||||
/// spawn counter (drives the ring slot + the round-robin prefab pick).
|
||||
/// </summary>
|
||||
public struct WaveState : IComponentData
|
||||
{
|
||||
public int WaveNumber;
|
||||
public byte Phase;
|
||||
public uint NextActionTick;
|
||||
public int RemainingToSpawn;
|
||||
public int SpawnCounter;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1999bc9f9b3f2ac4da59d1e8f51849be
|
||||
@@ -0,0 +1,42 @@
|
||||
using Unity.Entities;
|
||||
using Unity.NetCode;
|
||||
|
||||
namespace ProjectM.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// Enableable, LOCAL (not replicated) "is dead" gate for a player. Derived every predicted tick from the
|
||||
/// replicated <see cref="Health"/> by <see cref="PlayerDeathStateSystem"/> (Dead == Health.Current <= 0) —
|
||||
/// exactly the derive-don't-replicate idiom of <see cref="EffectiveCharacterStats"/>/<c>StatRecomputeSystem</c>,
|
||||
/// so it is identical on server + owner-predicted client and rollback-correct with no replicated enabled bit.
|
||||
/// Baked DISABLED (the player spawns alive). Movement/aim/fire systems query <c>.WithDisabled<Dead>()</c>
|
||||
/// so a dead player is frozen and can't act.
|
||||
/// </summary>
|
||||
public struct Dead : IComponentData, IEnableableComponent { }
|
||||
|
||||
/// <summary>
|
||||
/// Server-only respawn timer for a player. NOT replicated — recovery is server-authoritative and the refilled
|
||||
/// <see cref="Health"/> (GhostField) + repositioned LocalTransform replicate instead. <see cref="RespawnTick"/>
|
||||
/// == 0 means "no respawn pending / alive"; <see cref="DelayTicks"/> is the baked down-time before recovery.
|
||||
/// </summary>
|
||||
public struct RespawnState : IComponentData
|
||||
{
|
||||
/// <summary>Raw server tick at which to respawn; 0 = none pending.</summary>
|
||||
public uint RespawnTick;
|
||||
|
||||
/// <summary>Ticks the player stays down before recovering (~60 ticks/sec).</summary>
|
||||
public int DelayTicks;
|
||||
|
||||
/// <summary>Ticks of post-respawn damage immunity granted on recovery (~60 ticks/sec).</summary>
|
||||
public int InvulnTicks;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Replicated post-respawn damage-immunity window. <c>UntilTick</c> = the raw server tick until which the
|
||||
/// player ignores damage; 0 = none. Set server-side by <c>PlayerRespawnSystem</c> on recovery, enforced by
|
||||
/// <c>HealthApplyDamageSystem</c>, and a <c>[GhostField]</c> so the client HUD can show a SHIELDED cue.
|
||||
/// </summary>
|
||||
public struct RespawnInvuln : IComponentData
|
||||
{
|
||||
[GhostField] public uint UntilTick;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3bd1e4b63cf826446b85d11124bc291b
|
||||
@@ -22,7 +22,7 @@ namespace ProjectM.Simulation
|
||||
{
|
||||
foreach (var (facing, transform, input) in
|
||||
SystemAPI.Query<RefRW<PlayerFacing>, RefRW<LocalTransform>, RefRO<PlayerInput>>()
|
||||
.WithAll<Simulate>())
|
||||
.WithAll<Simulate>().WithDisabled<Dead>())
|
||||
{
|
||||
float2 aim = input.ValueRO.Aim;
|
||||
if (math.lengthsq(aim) < 1e-6f)
|
||||
|
||||
@@ -24,7 +24,7 @@ namespace ProjectM.Simulation
|
||||
{
|
||||
foreach (var (control, input, stats) in
|
||||
SystemAPI.Query<RefRW<CharacterControl>, RefRO<PlayerInput>, RefRO<EffectiveCharacterStats>>()
|
||||
.WithAll<Simulate>())
|
||||
.WithAll<Simulate>().WithDisabled<Dead>())
|
||||
{
|
||||
control.ValueRW.MoveVelocity =
|
||||
CharacterControlMath.DesiredMovement(input.ValueRO.Move, stats.ValueRO.MoveSpeed);
|
||||
|
||||
@@ -0,0 +1,42 @@
|
||||
using Unity.Burst;
|
||||
using Unity.Entities;
|
||||
using Unity.Mathematics;
|
||||
using Unity.NetCode;
|
||||
|
||||
namespace ProjectM.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// Derives the LOCAL enableable <see cref="Dead"/> gate from the replicated <see cref="Health"/> every predicted
|
||||
/// tick (Dead == Health.Current <= 0). Runs in BOTH worlds inside
|
||||
/// <see cref="PredictedSimulationSystemGroup"/>, BEFORE movement/aim/fire, so a dead player is excluded from
|
||||
/// those systems (which query <c>.WithDisabled<Dead>()</c>) on the server AND the owner-predicting client.
|
||||
/// Because it is a pure function of the already-replicated, reconciled Health (the same derive-don't-replicate
|
||||
/// pattern as <see cref="StatRecomputeSystem"/>), the gate is identical across server, owner-client, and rollback
|
||||
/// — no replicated enabled bit required. Also zeroes <see cref="CharacterControl.MoveVelocity"/> while dead so
|
||||
/// the kinematic character holds still (the movement system is skipped and would otherwise coast on stale
|
||||
/// velocity). The authoritative recovery (Health refill + reposition) is owned server-side by
|
||||
/// <c>PlayerRespawnSystem</c>. Visits dead players too via <c>.WithPresent<Dead>()</c> (required to write
|
||||
/// the enabled bit on an entity whose Dead is currently disabled).
|
||||
/// </summary>
|
||||
[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
|
||||
[UpdateBefore(typeof(PlayerControlSystem))]
|
||||
[UpdateBefore(typeof(PlayerAimSystem))]
|
||||
[BurstCompile]
|
||||
public partial struct PlayerDeathStateSystem : ISystem
|
||||
{
|
||||
[BurstCompile]
|
||||
public void OnUpdate(ref SystemState state)
|
||||
{
|
||||
foreach (var (health, control, deadEnabled) in
|
||||
SystemAPI.Query<RefRO<Health>, RefRW<CharacterControl>, EnabledRefRW<Dead>>()
|
||||
.WithAll<PlayerTag, Simulate>()
|
||||
.WithPresent<Dead>())
|
||||
{
|
||||
bool isDead = health.ValueRO.Current <= 0f;
|
||||
deadEnabled.ValueRW = isDead;
|
||||
if (isDead)
|
||||
control.ValueRW.MoveVelocity = float3.zero;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 65930c35d657ce84fbce6f1130efb441
|
||||
@@ -0,0 +1,36 @@
|
||||
using Unity.Mathematics;
|
||||
|
||||
namespace ProjectM.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// Pure, deterministic respawn-timer math (no RNG, no wall-clock) — unit-testable in EditMode without a netcode
|
||||
/// world (mirrors <see cref="PlayerSpawnMath"/> / <see cref="EnemyAIMath"/>). Ticks are the server's monotonic
|
||||
/// simulation ticks; a stored value of 0 means "no respawn pending / alive". Comparisons use a wrap-safe signed-delta (modular) compare — matching
|
||||
/// <see cref="Unity.NetCode.NetworkTick.IsNewerThan"/> semantics — so they hold across the uint tick wraparound.
|
||||
/// </summary>
|
||||
public static class RespawnMath
|
||||
{
|
||||
/// <summary>
|
||||
/// The tick at which a death at <paramref name="deathTick"/> should respawn, given
|
||||
/// <paramref name="delayTicks"/> (clamped to >= 1). Never returns 0 (0 is the "no respawn pending"
|
||||
/// sentinel), so a death exactly at tick 0 still schedules a recovery.
|
||||
/// </summary>
|
||||
public static uint RespawnTick(uint deathTick, int delayTicks)
|
||||
{
|
||||
uint delay = (uint)math.max(1, delayTicks);
|
||||
uint t = deathTick + delay;
|
||||
return t == 0u ? 1u : t;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// True when <paramref name="now"/> has reached/passed a scheduled <paramref name="respawnTick"/> (and one
|
||||
/// is actually scheduled, i.e. non-zero).
|
||||
/// </summary>
|
||||
public static bool IsDue(uint now, uint respawnTick)
|
||||
{
|
||||
// Wrap-safe modular compare (signed delta), NOT a raw `now >= respawnTick` (which is unsafe at the
|
||||
// uint tick wraparound). Matches NetworkTick.IsNewerThan; keeps this helper pure-uint + unit-testable.
|
||||
return respawnTick != 0u && (int)(now - respawnTick) >= 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 128d07bd94a16ab40b8a71bdf4f3e4cf
|
||||
Reference in New Issue
Block a user