using Unity.Burst; using Unity.Entities; using Unity.Mathematics; using Unity.NetCode; using Unity.Transforms; namespace ProjectM.Simulation { /// /// Predicted aim/facing: writes from twin-stick Aim, falling back to /// the movement direction when Aim is zero (controller-first directional aim). Also turns the /// ghost transform toward the facing direction for top-down presentation. When there is no input /// this tick the previous facing is held. Deterministic (pure math); filtered to /// so it runs only for predicted ghosts. /// [UpdateInGroup(typeof(PredictedSimulationSystemGroup))] [BurstCompile] public partial struct PlayerAimSystem : ISystem { [BurstCompile] public void OnUpdate(ref SystemState state) { foreach (var (facing, transform, input) in SystemAPI.Query, RefRW, RefRO>() .WithAll().WithDisabled()) { float2 aim = input.ValueRO.Aim; if (math.lengthsq(aim) < 1e-6f) aim = input.ValueRO.Move; // fall back to movement heading if (math.lengthsq(aim) < 1e-6f) continue; // no input this tick: keep last facing aim = math.normalize(aim); facing.ValueRW.Direction = aim; float3 forward = new float3(aim.x, 0f, aim.y); transform.ValueRW.Rotation = quaternion.LookRotationSafe(forward, math.up()); } } } }