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Project-M/Assets/_Project/Scripts/Simulation/Player/PlayerDeathStateSystem.cs
T
kronic 3409c53148 Combat: MC-4 combo-chain melee as the primary verb (DR-030)
Melee combo (left-click / pad-West) becomes the player's primary verb; the ranged projectile is demoted to right-click / pad-left-trigger. Predicted, owner-replicated combo Step (path-dependent -> [GhostField] anchor + absolute-write idempotency, NOT derived like the dash), server-only cleave mirroring ProjectileDamageSystem (SourceTick-stamped DamageEvent + KnockbackState), dash-cancellable movement-commit, 9 live TuningConfig knobs, and swing juice scaling with the combo step. The MC-6 archetype byte is deferred (the melee is its own verb). See DR-030.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 17:22:57 -07:00

59 lines
3.1 KiB
C#

using Unity.Burst;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// Derives the LOCAL enableable <see cref="Dead"/> gate from the replicated <see cref="Health"/> every predicted
/// tick (Dead == Health.Current &lt;= 0). Runs in BOTH worlds inside
/// <see cref="PredictedSimulationSystemGroup"/>, BEFORE movement/aim/fire, so a dead player is excluded from
/// those systems (which query <c>.WithDisabled&lt;Dead&gt;()</c>) on the server AND the owner-predicting client.
/// Because it is a pure function of the already-replicated, reconciled Health (the same derive-don't-replicate
/// pattern as <see cref="StatRecomputeSystem"/>), the gate is identical across server, owner-client, and rollback
/// — no replicated enabled bit required. Also zeroes <see cref="CharacterControl.MoveVelocity"/> while dead so
/// the kinematic character holds still (the movement system is skipped and would otherwise coast on stale
/// velocity). The authoritative recovery (Health refill + reposition) is owned server-side by
/// <c>PlayerRespawnSystem</c>. Visits dead players too via <c>.WithPresent&lt;Dead&gt;()</c> (required to write
/// the enabled bit on an entity whose Dead is currently disabled).
/// </summary>
[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
[UpdateBefore(typeof(PlayerControlSystem))]
[UpdateBefore(typeof(PlayerAimSystem))]
[BurstCompile]
public partial struct PlayerDeathStateSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
foreach (var (health, control, deadEnabled, entity) in
SystemAPI.Query<RefRO<Health>, RefRW<CharacterControl>, EnabledRefRW<Dead>>()
.WithAll<PlayerTag, Simulate>()
.WithPresent<Dead>()
.WithEntityAccess())
{
bool isDead = health.ValueRO.Current <= 0f;
deadEnabled.ValueRW = isDead;
if (isDead)
{
control.ValueRW.MoveVelocity = float3.zero;
// MC-1: clear any in-flight dash window + restore base sharpness so a death mid-dash leaves
// no stale i-frames / stuck-fast on respawn (DashSystem skips dead players via .WithDisabled<Dead>()).
if (SystemAPI.HasComponent<DashState>(entity))
SystemAPI.SetComponent(entity, default(DashState));
// MC-4: clear any in-flight combo so a death mid-combo leaves no stale lock/step on respawn.
if (SystemAPI.HasComponent<MeleeCombo>(entity))
SystemAPI.SetComponent(entity, default(MeleeCombo));
if (SystemAPI.HasComponent<CharacterComponent>(entity))
{
var cc = SystemAPI.GetComponent<CharacterComponent>(entity);
cc.GroundedMovementSharpness = 15f;
SystemAPI.SetComponent(entity, cc);
}
}
}
}
}
}