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>
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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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