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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@@ -322,6 +322,16 @@ namespace ProjectM.Server
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}
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}
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// Slice 1 (Feature D): derive the replicated IsLunging cue ONCE per tick from the end-of-tick LungeState
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// (single point, idempotent — mirrors PlayerDeathStateSystem deriving Dead from Health). .WithPresent so a
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// Charger whose bit is currently DISABLED is still visited (Entities default-excludes disabled enableables).
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foreach (var (lunge, isLunging) in
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SystemAPI.Query<RefRO<LungeState>, EnabledRefRW<IsLunging>>()
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.WithAll<EnemyTag>().WithPresent<IsLunging>())
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{
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isLunging.ValueRW = lunge.ValueRO.UntilTick != 0u; // lunging iff a committed lunge is live this tick
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}
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if (chargerWhiffsThisTick != 0 && SystemAPI.HasSingleton<DevTelemetry>())
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SystemAPI.GetSingletonRW<DevTelemetry>().ValueRW.ChargerWhiffWindowsOpened += chargerWhiffsThisTick;
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