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
@@ -74,6 +74,10 @@ namespace ProjectM.Client
/// <summary>Tether line width (world units).</summary>
public static float LockOnLineWidth;
// ---- Feature B: enemy health bars (Slice 1) ----
/// <summary>Squared world-distance beyond which a bar is hidden when the pool cap is reached (default 400 = 20m).</summary>
public static float HealthBarMaxDistSq;
// ---- Feature 5 (MC-1): dash juice ----
/// <summary>Camera shake on the local player's dash start.</summary>
public static float DashShake;
@@ -124,6 +128,9 @@ namespace ProjectM.Client
LockOnLineColor = new Color(0.55f, 0.9f, 1f, 0.35f);
LockOnLineWidth = 0.05f;
// Feature B health bars (Slice 1)
HealthBarMaxDistSq = 400f; // 20 m radius
// Feature 5 dash (MC-1)
DashShake = 0.18f;
DashFovKick = 1.2f;