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>
This commit is contained in:
2026-06-17 12:48:08 -07:00
parent 5292940f9d
commit f3eccec524
12 changed files with 360 additions and 24 deletions
@@ -8,22 +8,34 @@ namespace ProjectM.Client
/// </summary>
public static class BuildPaletteState
{
/// <summary>Selected structure type (StructureType.*); 0 = none / build mode off.</summary>
/// <summary>Selected structure type (StructureType.*); 0 = none / no slot selected.</summary>
public static byte Selected;
/// <summary>Pending conveyor facing (0=+X,1=-X,2=+Z,3=-Z); rotated by [ / ] or R.</summary>
public static byte Direction;
/// <summary>True while a buildable is selected (build mode active).</summary>
/// <summary>True while the build PALETTE panel is open (toggled by Tab / gamepad Y). Slice 1 HUD declutter:
/// the palette is hidden by default; this gates its visibility, orthogonal to <see cref="Active"/>.</summary>
public static bool PaletteOpen;
/// <summary>True while a buildable SLOT is selected (placement is armed). The palette must also be open.</summary>
public static bool Active => Selected != 0;
/// <summary>Select a type (or 0 to leave build mode), resetting the pending conveyor facing.</summary>
public static void Select(byte type) { Selected = type; Direction = 0; }
/// <summary>Toggle the palette panel open/closed; closing also cancels any active slot selection.</summary>
public static void TogglePalette()
{
PaletteOpen = !PaletteOpen;
if (!PaletteOpen) { Selected = 0; Direction = 0; }
}
/// <summary>Leave build mode.</summary>
public static void Clear() { Selected = 0; Direction = 0; }
/// <summary>Select a type (or 0 to deselect), resetting the pending conveyor facing; auto-opens the palette
/// so a slot click never leaves the panel hidden.</summary>
public static void Select(byte type) { Selected = type; Direction = 0; if (type != 0) PaletteOpen = true; }
/// <summary>Cancel the current selection and close the palette.</summary>
public static void Clear() { Selected = 0; Direction = 0; PaletteOpen = false; }
[UnityEngine.RuntimeInitializeOnLoadMethod(UnityEngine.RuntimeInitializeLoadType.SubsystemRegistration)]
static void ResetStatics() { Selected = 0; Direction = 0; }
static void ResetStatics() { Selected = 0; Direction = 0; PaletteOpen = false; }
}
}
@@ -91,8 +91,16 @@ namespace ProjectM.Client
HandleBuildMode(connection);
// Hotkey fallback (suppressed while the palette build mode is active).
// --- Build-palette toggle (Tab / gamepad Y): Slice 1 HUD declutter — the palette is hidden by default ---
var keyboard = UnityEngine.InputSystem.Keyboard.current;
var gamepad = UnityEngine.InputSystem.Gamepad.current;
bool togglePressed =
(keyboard != null && keyboard.tabKey.wasPressedThisFrame) ||
(gamepad != null && gamepad.buttonNorth.wasPressedThisFrame);
if (togglePressed && !PauseMenuController.Open)
BuildPaletteState.TogglePalette();
// Hotkey fallback (suppressed while the palette build mode is active).
if (keyboard != null && !BuildPaletteState.Active)
{
if (keyboard.leftBracketKey.wasPressedThisFrame)