using ProjectM.Simulation; using Unity.Entities; using UnityEngine; namespace ProjectM.Authoring { /// /// Authoring for the Husk enemy prefab. Bakes the gameplay components onto a prefab whose ghost setup /// (GhostAuthoringComponent: interpolated, ownerless) is inherited by DUPLICATING an existing interpolated /// ghost (UpgradePickup.prefab) — so the Husk replicates to all clients with no hand-written [GhostField] /// (the stock LocalTransform variant carries its server-driven position). Damageable exactly like the training /// dummy (Health/HitRadius/DamageEvent) plus the Husk AI tunables. GetEntity(Dynamic) gives a /// runtime-mutable LocalTransform for server-authoritative movement and hit tests. /// public class EnemyAuthoring : MonoBehaviour { [Min(0f), Tooltip("Starting and maximum health for the Husk.")] public float MaxHealth = 30f; [Min(0f), Tooltip("World-unit radius used by the projectile hit test.")] public float HitRadius = 0.7f; [Min(0f), Tooltip("Planar seek speed toward the nearest player, units/second.")] public float MoveSpeed = 3.5f; [Min(0f), Tooltip("Centre-to-centre distance at which the Husk can strike a player.")] public float AttackRange = 1.6f; [Min(0f), Tooltip("Damage dealt per strike.")] public float AttackDamage = 8f; [Min(1), Tooltip("Simulation ticks between strikes (~60 ticks/sec).")] public int AttackCooldownTicks = 36; private class EnemyBaker : Baker { public override void Bake(EnemyAuthoring authoring) { var entity = GetEntity(authoring, TransformUsageFlags.Dynamic); AddComponent(entity); AddComponent(entity, new Health { Current = authoring.MaxHealth, Max = authoring.MaxHealth }); AddComponent(entity, new HitRadius { Value = authoring.HitRadius }); AddBuffer(entity); AddComponent(entity, new EnemyStats { MoveSpeed = authoring.MoveSpeed, AttackRange = authoring.AttackRange, AttackDamage = authoring.AttackDamage, AttackCooldownTicks = authoring.AttackCooldownTicks, }); AddComponent(entity, new EnemyAttackCooldown { NextAttackTick = 0 }); AddComponent(entity); // server-only recoil state (zero = not knocked) AddComponent(entity); // replicated telegraph signal (zero = not winding up) } } } }