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
@@ -1,5 +1,6 @@
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
namespace ProjectM.Simulation
{
@@ -30,4 +31,19 @@ namespace ProjectM.Simulation
/// rides EnemyAttackCooldown.NextAttackTick; this field only scores the punish.</summary>
public uint StaggerUntilTick;
}
/// <summary>
/// REPLICATED enableable MID-LUNGE flag on a Charger (Slice 1, Feature D). ENABLED for exactly the ticks a
/// Charger is committed to its locked-direction lunge (<see cref="LungeState.UntilTick"/> active), DISABLED
/// otherwise. The ONLY replicated Charger surface beyond the stock LocalTransform — a <c>[GhostEnabledBit]</c>,
/// NOT a [GhostField], because the client needs only on/off: the lunge HEADING is already carried by the
/// replicated LocalTransform.Rotation (EnemyAISystem writes LookRotationSafe(lungeDir) each lunge tick), so the
/// client indicator derives direction via AnimParamMath.PlanarForward like the danger cone already does. Fixes
/// the cue VANISHING at commit (AttackWindup zeroes on commit, so a windup-gated cone disappears exactly when
/// the danger is realest): this bit STAYS on through the committed travel. Server-derived once per tick from
/// LungeState.UntilTick in EnemyAISystem (the sole LungeState writer); BAKE DISABLED (a Charger spawns
/// not-lunging) + visit via .WithPresent&lt;IsLunging&gt;() to write the bit while disabled (the Dead idiom).
/// </summary>
[GhostEnabledBit]
public struct IsLunging : IComponentData, IEnableableComponent { }
}