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 +1,131 @@
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using ProjectM.Simulation;
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using Unity.Burst;
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using Unity.Collections;
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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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namespace ProjectM.Server
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{
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/// <summary>
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/// Server-authoritative Husk AI: each tick every Husk seeks the nearest LIVING player and strikes on
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/// contact. Husks are OWNERLESS INTERPOLATED ghosts (not predicted), so this runs SERVER-ONLY in the plain
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/// <see cref="SimulationSystemGroup"/> — writing <see cref="LocalTransform"/> directly (replicated to clients
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/// by the stock LocalTransform default variant; no hand-written <c>[GhostField]</c>). Ordered
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/// <c>[UpdateAfter(PredictedSimulationSystemGroup)]</c> (the predicted group is OrderFirst, so UpdateBefore is ignored) so a contact <see cref="DamageEvent"/> appended this
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/// tick is drained the following tick by <see cref="HealthApplyDamageSystem"/> (which runs inside the predicted
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/// group on the server). No <c>Simulate</c> filter: interpolated ghosts are not predicted and the server has
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/// no rollback, so every Husk advances exactly once per tick. Movement/attack math is the pure, deterministic
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/// <see cref="EnemyAIMath"/>; server fixed-step <c>SystemAPI.Time.DeltaTime</c> is correct here (not the
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/// rollback loop). Structural-free: the only deferred op is appending to the player's DamageEvent buffer.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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[UpdateInGroup(typeof(SimulationSystemGroup))]
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[UpdateAfter(typeof(PredictedSimulationSystemGroup))]
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public partial struct EnemyAISystem : ISystem
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{
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<NetworkTime>();
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state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly<EnemyTag>()));
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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// Snapshot living player targets once this tick (stable query order).
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var playerEntities = new NativeList<Entity>(Allocator.Temp);
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var playerPositions = new NativeList<float3>(Allocator.Temp);
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foreach (var (xform, health, entity) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>()
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.WithAll<PlayerTag>()
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.WithEntityAccess())
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{
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if (health.ValueRO.Current <= 0f)
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continue; // don't chase or strike a corpse
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playerEntities.Add(entity);
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playerPositions.Add(xform.ValueRO.Position);
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}
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if (playerEntities.Length == 0)
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{
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playerEntities.Dispose();
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playerPositions.Dispose();
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return;
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}
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float dt = SystemAPI.Time.DeltaTime;
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var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (xform, stats, cooldown) in
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SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<EnemyAttackCooldown>>()
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.WithAll<EnemyTag>())
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{
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float3 pos = xform.ValueRO.Position;
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// Nearest living player (planar XZ).
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int best = -1;
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float bestSq = float.MaxValue;
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for (int i = 0; i < playerPositions.Length; i++)
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{
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float2 d = playerPositions[i].xz - pos.xz;
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float sq = math.lengthsq(d);
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if (sq < bestSq)
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{
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bestSq = sq;
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best = i;
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}
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}
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float3 targetPos = playerPositions[best];
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// Seek: stop just inside strike range so the Husk holds position to attack.
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float stopDistance = stats.ValueRO.AttackRange * 0.9f;
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float3 vel = EnemyAIMath.SeekVelocity(pos, targetPos, stats.ValueRO.MoveSpeed, stopDistance);
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float3 newPos = pos + vel * dt;
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newPos.y = pos.y; // hold the movement plane
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xform.ValueRW.Position = newPos;
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// Face the target (planar) for presentation.
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float3 toTarget = targetPos - pos;
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toTarget.y = 0f;
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if (math.lengthsq(toTarget) > 1e-6f)
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xform.ValueRW.Rotation = quaternion.LookRotationSafe(math.normalize(toTarget), math.up());
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// Strike on contact once the cooldown has elapsed.
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if (EnemyAIMath.InAttackRange(pos, targetPos, stats.ValueRO.AttackRange))
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{
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uint nextRaw = cooldown.ValueRO.NextAttackTick;
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bool ready = true;
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if (nextRaw != 0)
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{
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var nextTick = new NetworkTick(nextRaw);
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if (nextTick.IsValid && nextTick.IsNewerThan(serverTick))
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ready = false;
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}
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if (ready)
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{
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ecb.AppendToBuffer(playerEntities[best], new DamageEvent
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{
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Amount = stats.ValueRO.AttackDamage,
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SourceNetworkId = -1, // environment / Husk, not a player
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});
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uint cooldownTicks = (uint)math.max(1, stats.ValueRO.AttackCooldownTicks);
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cooldown.ValueRW.NextAttackTick = TickUtil.NonZero(serverTick.TickIndexForValidTick + cooldownTicks);
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}
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}
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}
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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playerEntities.Dispose();
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playerPositions.Dispose();
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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: 5ab8a84c266f92b4c80b39ad9904a71d
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@@ -32,6 +32,7 @@ namespace ProjectM.Server
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public void OnUpdate(ref SystemState state)
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{
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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bool haveTick = SystemAPI.TryGetSingleton<NetworkTime>(out var netTime);
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foreach (var (health, dmg, entity) in
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SystemAPI.Query<RefRW<Health>, DynamicBuffer<DamageEvent>>()
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@@ -40,6 +41,21 @@ namespace ProjectM.Server
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if (dmg.Length == 0)
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continue;
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// Respawn invulnerability: a freshly-recovered player ignores damage for a window.
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if (haveTick && netTime.ServerTick.IsValid && SystemAPI.HasComponent<RespawnInvuln>(entity))
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{
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uint until = SystemAPI.GetComponent<RespawnInvuln>(entity).UntilTick;
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if (until != 0)
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{
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var untilTick = new NetworkTick(until);
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if (untilTick.IsValid && untilTick.IsNewerThan(netTime.ServerTick))
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{
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dmg.Clear();
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continue;
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}
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}
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}
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float total = 0f;
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for (int i = 0; i < dmg.Length; i++)
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total += dmg[i].Amount;
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@@ -57,7 +73,7 @@ namespace ProjectM.Server
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health.ValueRW.Current = newHp;
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// Server-authoritative death: training dummies despawn; player death is deferred (clamp only).
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if (health.ValueRO.Current <= 0f && SystemAPI.HasComponent<TrainingDummyTag>(entity))
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if (health.ValueRO.Current <= 0f && (SystemAPI.HasComponent<TrainingDummyTag>(entity) || SystemAPI.HasComponent<EnemyTag>(entity)))
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ecb.DestroyEntity(entity);
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}
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@@ -0,0 +1,80 @@
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using ProjectM.Simulation;
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using Unity.Burst;
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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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namespace ProjectM.Server
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{
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/// <summary>
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/// Server-authoritative player death→respawn timing. The "is dead" GATE is derived every predicted tick from
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/// replicated Health by <see cref="PlayerDeathStateSystem"/> (so movement/aim/fire stop on both server and
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/// owner-client); THIS system owns the timer + the authoritative recovery. Runs server-only in the plain
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/// <see cref="SimulationSystemGroup"/> AFTER the predicted group, so it observes this tick's post-damage Health.
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/// On first seeing Health<=0 it schedules a respawn tick; once due it refills Health to the effective max and
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/// repositions the player to its deterministic base spawn slot (<see cref="PlayerSpawnMath"/>). Health.Current
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/// (GhostField) + LocalTransform replicate, so the recovery reaches clients and the derived Dead clears.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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[UpdateInGroup(typeof(SimulationSystemGroup))]
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[UpdateAfter(typeof(PredictedSimulationSystemGroup))]
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public partial struct PlayerRespawnSystem : ISystem
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{
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<NetworkTime>();
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state.RequireForUpdate<PlayerSpawner>();
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
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if (!serverTick.IsValid)
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return;
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uint now = serverTick.TickIndexForValidTick;
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var spawner = SystemAPI.GetSingleton<PlayerSpawner>();
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float3 center = spawner.SpawnPoint;
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if (SystemAPI.TryGetSingleton<BaseAnchor>(out var baseAnchor))
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center = BaseGridMath.PlotCenter(baseAnchor);
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foreach (var (health, respawn, invuln, xform, owner, eff) in
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SystemAPI.Query<RefRW<Health>, RefRW<RespawnState>, RefRW<RespawnInvuln>, RefRW<LocalTransform>,
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RefRO<GhostOwner>, RefRO<EffectiveCharacterStats>>()
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.WithAll<PlayerTag>())
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{
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if (health.ValueRO.Current > 0f)
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{
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respawn.ValueRW.RespawnTick = 0; // alive: clear any pending schedule
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continue;
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}
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// Dead this tick.
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if (respawn.ValueRO.RespawnTick == 0)
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{
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// Just died: schedule the recovery.
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respawn.ValueRW.RespawnTick = RespawnMath.RespawnTick(now, respawn.ValueRO.DelayTicks);
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}
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else if (RespawnMath.IsDue(now, respawn.ValueRO.RespawnTick))
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{
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// Recover: full health at the deterministic base spawn slot.
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float maxHealth = eff.ValueRO.MaxHealth > 0f ? eff.ValueRO.MaxHealth : health.ValueRO.Max;
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health.ValueRW.Current = maxHealth;
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float3 pos = center + PlayerSpawnMath.SpawnOffset(
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owner.ValueRO.NetworkId, spawner.SpawnRingRadius, spawner.RingSlots);
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xform.ValueRW.Position = pos;
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// Grant brief post-respawn damage immunity so the swarm can't instantly re-kill.
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invuln.ValueRW.UntilTick = TickUtil.NonZero(now + (uint)math.max(0, respawn.ValueRO.InvulnTicks));
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respawn.ValueRW.RespawnTick = 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: bddd5fecdba7e6c45853f4360acdbe74
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@@ -0,0 +1,106 @@
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using ProjectM.Simulation;
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using Unity.Burst;
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using Unity.Collections;
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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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namespace ProjectM.Server
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{
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/// <summary>
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/// Server-only Husk wave/threat director: a state machine that escalates the swarm. In <c>Lull</c> it waits
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/// until the lull timer expires, then starts the next wave (count = <c>BaseCount + (wave-1)*CountPerWave</c>). In
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/// <c>Spawning</c> it spawns one Husk every <c>SpawnIntervalTicks</c> at a deterministic ring slot around the
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/// <see cref="BaseAnchor"/>, round-robin over the <see cref="WaveEnemyPrefab"/> pool, until the wave is fully
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/// spawned; then it waits for the field to be cleared (no live <see cref="EnemyTag"/>) before returning to
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/// <c>Lull</c>. Plain <see cref="SimulationSystemGroup"/>, server-authoritative (Husks are interpolated ghosts).
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/// Replaces the flat <c>EnemySpawnSystem</c> sustain. Tick gating uses the wrap-safe <see cref="NetworkTick"/>
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/// compare + <see cref="TickUtil.NonZero"/>.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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[UpdateInGroup(typeof(SimulationSystemGroup))]
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public partial struct WaveSystem : ISystem
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{
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EntityQuery m_AliveHusks;
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<WaveDirector>();
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state.RequireForUpdate<WaveState>();
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state.RequireForUpdate<NetworkTime>();
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m_AliveHusks = state.GetEntityQuery(ComponentType.ReadOnly<EnemyTag>());
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
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if (!serverTick.IsValid)
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return;
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uint now = serverTick.TickIndexForValidTick;
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var director = SystemAPI.GetSingleton<WaveDirector>();
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var directorEntity = SystemAPI.GetSingletonEntity<WaveDirector>();
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var prefabs = SystemAPI.GetBuffer<WaveEnemyPrefab>(directorEntity);
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if (prefabs.Length == 0)
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return;
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var wave = SystemAPI.GetComponent<WaveState>(directorEntity);
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// Ring centre on the base plot when present.
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float3 center = new float3(0f, 1f, 0f);
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if (SystemAPI.TryGetSingleton<BaseAnchor>(out var baseAnchor))
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center = BaseGridMath.PlotCenter(baseAnchor);
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// Due when no action is scheduled yet (NextActionTick 0) or the scheduled tick is at/behind now.
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bool dueNow = wave.NextActionTick == 0 || !new NetworkTick(wave.NextActionTick).IsNewerThan(serverTick);
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if (wave.Phase == WavePhase.Lull)
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{
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if (dueNow)
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{
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// Start the next (bigger) wave.
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wave.WaveNumber += 1;
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wave.RemainingToSpawn =
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math.max(1, director.BaseCount + (wave.WaveNumber - 1) * director.CountPerWave);
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wave.Phase = WavePhase.Spawning;
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wave.NextActionTick = TickUtil.NonZero(now); // spawn the first Husk this tick
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}
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}
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else // Spawning
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{
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if (wave.RemainingToSpawn > 0)
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{
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if (dueNow)
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{
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int slots = math.max(1, director.RingSlots);
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int prefabIdx = wave.SpawnCounter % prefabs.Length;
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float3 pos = EnemyAIMath.RingPosition(center, wave.SpawnCounter, slots, director.RingRadius);
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pos.y = center.y;
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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var husk = ecb.Instantiate(prefabs[prefabIdx].Prefab);
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ecb.SetComponent(husk, LocalTransform.FromPosition(pos));
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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wave.SpawnCounter += 1;
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wave.RemainingToSpawn -= 1;
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wave.NextActionTick = TickUtil.NonZero(now + (uint)math.max(1, director.SpawnIntervalTicks));
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}
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}
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else if (m_AliveHusks.CalculateEntityCount() == 0)
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{
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// Wave cleared: calm before the next.
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wave.Phase = WavePhase.Lull;
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wave.NextActionTick = TickUtil.NonZero(now + (uint)math.max(1, director.LullTicks));
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}
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}
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SystemAPI.SetComponent(directorEntity, wave);
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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: e9cc4f5328b0b794f965c102019f888a
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Reference in New Issue
Block a user