using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
///
/// MC-2 — marks a Husk prefab as a SPITTER variant (the ranged "reposition" question). Compose WITH
/// on the prefab root: EnemyAuthoring bakes the common Husk components + the spit's
/// damage/cooldown (EnemyStats.AttackDamage / AttackCooldownTicks), this bakes the server-only
/// (zeroed NextShotTick = ready). Component-PRESENCE is the discriminator EnemyAISystem
/// branches on (no enum); the Grunt + Charger passes exclude it via .WithNone<SpitterState>(). The
/// actual spit projectile is a SEPARATE ghost configured by the SpitterProjectilePrefab subscene singleton.
///
public class SpitterAuthoring : MonoBehaviour
{
[Min(0f), Tooltip("Distance the Spitter tries to hold from its target (band centre).")]
public float PreferredRange = 9f;
[Min(0f), Tooltip("Half-width dead-zone around PreferredRange where it holds and fires.")]
public float RangeTolerance = 1.5f;
[Min(0f), Tooltip("Muzzle speed of the spit (world units/second). Slow enough to be dodgeable at range.")]
public float ProjectileSpeed = 11f;
[Min(0f), Tooltip("If the target closes within this AND the Spitter can't retreat, it fires point-blank.")]
public float CorneredRange = 3f;
[Min(1), Tooltip("Telegraph wind-up before the spit fires (ticks). Keep >= ~24 (> interp delay) to stay dodgeable.")]
public int WindupTicks = 26;
private class SpitterBaker : Baker
{
public override void Bake(SpitterAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent(entity, new SpitterState
{
PreferredRange = authoring.PreferredRange,
RangeTolerance = authoring.RangeTolerance,
ProjectileSpeed = authoring.ProjectileSpeed,
CorneredRange = authoring.CorneredRange,
WindupTicks = authoring.WindupTicks,
NextShotTick = 0,
});
}
}
}
}