Slice 1: combat readability + HUD declutter (DR-038)
Four playtest do-now wins: - Enemy health bars: pooled world-space Canvas, on-damage-sticky + fade, always-on <25% HP (CombatFeedbackSystem; no new replication). - Telegraph fix: new baked client-safe EnemyTelegraph sizes the danger-cone ramp per enemy (0->1 ending at impact, fixes the Charger plateau); windup 18->22; a windup scale-pulse. - Build-mode toggle: BuildPaletteState.PaletteOpen hides the palette by default, Tab / gamepad-Y toggles, with a discovery chip (HudSystem/BuildSendSystem). - Charger committed-lunge tell: [GhostEnabledBit] IsLunging derived once/tick from LungeState (the Dead idiom); the danger cone persists through the lunge. 345/345 EditMode (+3 IsLunging derive tests); Play-validated: ghost-hash change did not break the handshake, bake correct (telegraph on all enemies, IsLunging baked-disabled on the Charger, replicated to client), no runtime errors. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -21,6 +21,11 @@ namespace ProjectM.Authoring
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{
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var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
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AddComponent<LungeState>(entity);
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// Slice 1 (Feature D): the replicated mid-lunge cue, baked DISABLED (a Charger spawns not-lunging).
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// EnemyAISystem derives the bit each tick from LungeState.UntilTick (visiting disabled entities via
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// .WithPresent<IsLunging>()). Adding this [GhostEnabledBit] changes the Charger ghost hash -> RE-BAKE.
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AddComponent<IsLunging>(entity);
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SetComponentEnabled<IsLunging>(entity, false);
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}
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}
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}
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