#if UNITY_EDITOR using ProjectM.Simulation; using Unity.Collections; using Unity.Entities; using Unity.Mathematics; using Unity.Transforms; namespace ProjectM.Server { /// /// 07-20 sandbox combat target: keeps ONE planted dummy alive in the DevSandbox /// (scene-name gate — the established dev-script convention; GymSub bakes no WaveDirector, so this is the /// sandbox's enemy source by design). The dummy is a real enemy ghost instantiated from a baked prefab /// (grunt-shaped preferred), parked at the first player's position + a fixed offset, HP fat enough to eat a /// few chains; it dies through the NORMAL death path (Dying corpse window → destroy → kill pop on the client) /// and respawns at the same anchor shortly after — kill feedback stays testable on repeat. Editor-only. /// [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] public partial class TargetDummySpawnSystem : SystemBase { const float RespawnDelaySec = 1.5f; const float DummyHealth = 400f; static readonly float3 AnchorOffset = new float3(3f, 0f, 1.5f); float _respawnTimer; float3 _anchor; bool _anchored; protected override void OnUpdate() { if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name != "DevSandbox") return; // A dummy exists (alive OR in its Dying corpse window) -> nothing to do; the corpse window // conveniently delays the respawn timer until the body is gone. var dummyQ = SystemAPI.QueryBuilder().WithAll().Build(); if (!dummyQ.IsEmpty) { _respawnTimer = 0f; return; } // Anchor once on the first player seen (spawn point + offset = a consistent training spot). if (!_anchored) { foreach (var xf in SystemAPI.Query>().WithAll()) { _anchor = xf.ValueRO.Position + AnchorOffset; _anchored = true; break; } if (!_anchored) return; // no player yet (world still connecting) } _respawnTimer += SystemAPI.Time.DeltaTime; // wall-frame is fine: dev spawner in the plain server group if (_respawnTimer < RespawnDelaySec) return; _respawnTimer = 0f; // Grunt-shaped prefab preferred (no lunge/spit machinery on a training dummy); fall back to any enemy. var prefQ = EntityManager.CreateEntityQuery(new EntityQueryDesc { All = new ComponentType[] { typeof(EnemyTag), typeof(Prefab) }, None = new ComponentType[] { typeof(LungeState), typeof(SpitterState) }, Options = EntityQueryOptions.IncludePrefab, }); var prefabs = prefQ.ToEntityArray(Allocator.Temp); if (prefabs.Length == 0) { prefabs.Dispose(); var anyQ = EntityManager.CreateEntityQuery(new EntityQueryDesc { All = new ComponentType[] { typeof(EnemyTag), typeof(Prefab) }, Options = EntityQueryOptions.IncludePrefab, }); prefabs = anyQ.ToEntityArray(Allocator.Temp); if (prefabs.Length == 0) { prefabs.Dispose(); return; } // no enemy ghosts in this world } var prefab = prefabs[0]; prefabs.Dispose(); var inst = EntityManager.Instantiate(prefab); var baked = EntityManager.GetComponentData(prefab); EntityManager.SetComponentData(inst, baked.WithPosition(_anchor)); // WithPosition: never FromPosition (Scale reset) EntityManager.SetComponentData(inst, new Health { Current = DummyHealth, Max = DummyHealth }); EntityManager.AddComponent(inst); // server-only: plants it (every AI pass excludes the tag) } } } #endif