03f778085b
- DR-042 (new): canonical loop re-shape — win-driver moves from base-siege survival to expedition clears; blind scheduled siege retired; base siege becomes retaliation consequence. Build order A (coherence) -> B (retaliation) -> C (legibility) -> D (Slice 4 persistent meta). - Backlog/Path_to_Fun/Home reconciled to the expedition-driven direction; Slice 3 + Combat Depth marked built. - DR-036 (END-2) flagged superseded-in-part; DR-034 (END-1) repurposed (Core is a consequence, not the win-gate); DR-037 forward-pointer to DR-042. - CombatFeedbackSystem: fix enemy health bar (sprite-less Filled Image ignored fillAmount -> size via anchorMax.x). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
955 lines
49 KiB
C#
955 lines
49 KiB
C#
using System.Collections.Generic;
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using ProjectM.Simulation;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode;
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using Unity.Transforms;
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using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-only combat JUICE. A managed presentation system (SystemBase, main thread, NO Burst) in the
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/// <see cref="PresentationSystemGroup"/> that REACTS to replicated state — it never runs simulation. Each frame
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/// it edge-detects every damageable ghost's replicated <see cref="Health"/>: a decrease spawns a floating
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/// damage number + a hit-spark burst + a hit SFX + camera shake; a Husk despawn (server-authoritative death)
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/// spawns a death burst + death SFX; the local player crossing to 0 HP does the same. A local-player ability
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/// fire (AbilityCooldown advancing) spawns a muzzle flash + zap. Everything derives from already-replicated
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/// state, so it is correct without touching the prediction loop, and it lives only in the client world so the
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/// server never instantiates GameObjects.
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/// <para>
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/// VFX prefer authored GabrielAguiar Shuriken prefabs supplied by <see cref="VFXConfig"/> (muzzle / hit /
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/// death + a projectile-following trail); each hook falls back to a procedural particle burst when no prefab
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/// is assigned, so the slice still runs asset-free. Spawned VFX are stripped to particles only
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/// (<see cref="StripCosmetic"/>) — GA "projectile" prefabs ship a Rigidbody + collider + mover that would
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/// otherwise self-propel and spawn secondary effects. SFX remain procedural.
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/// </para>
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/// <para>
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/// Per-entity last Health + position + isEnemy are cached in a managed dictionary (Entity is a stable client
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/// key for a ghost's lifetime); stale keys are pruned each frame (a pruned Husk = a kill → death VFX at its
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/// last position). Never destroys a ghost from the client — GhostDespawnSystem owns that off the snapshot
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/// protocol; we only OBSERVE.
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/// </para>
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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[UpdateInGroup(typeof(PresentationSystemGroup))]
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public partial class CombatFeedbackSystem : SystemBase
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{
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struct FxCache { public float Hp; public float MaxHp; public float3 Pos; public bool IsEnemy; public uint Windup; }
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readonly Dictionary<Entity, FxCache> _cache = new();
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readonly HashSet<Entity> _seen = new();
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readonly List<Entity> _stale = new();
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readonly List<FloatingNumber> _numbers = new();
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// Authored-VFX lifetime tracking (GabrielAguiar prefabs spawned via VFXConfig).
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readonly List<TimedVfx> _activeVfx = new();
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readonly Dictionary<Entity, GameObject> _projTrails = new();
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readonly HashSet<Entity> _projSeen = new();
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readonly List<Entity> _projStale = new();
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Transform _fxRoot;
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ParticleSystem _hitFx;
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ParticleSystem _deathFx;
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ParticleSystem _muzzleFx;
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ParticleSystem _dashFx;
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ParticleSystem _swingFx;
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Mesh _slashMesh;
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MeshRenderer _slashMr;
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Material _slashMat;
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Color _slashTint;
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float _slashAge, _slashLife;
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bool _slashActive;
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Material _dangerMat;
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readonly Dictionary<Entity, GameObject> _dangerZones = new();
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readonly HashSet<Entity> _dangerSeen = new();
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readonly List<Entity> _dangerStale = new();
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// ---- Enemy health bars (Slice 1, Feature B) — one pooled world-space Canvas per live Husk ----
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struct HealthBarEntry { public GameObject CanvasGo; public UnityEngine.UI.Image Fill; public UnityEngine.UI.Image Bg; public float ShowTimer; public bool Visible; }
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const int HealthBarPoolLimit = 24;
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const float HealthBarShowDuration = 3f;
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const float HealthBarFadeDuration = 0.5f;
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const float HealthBarAlwaysOnThreshold = 0.25f;
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const float HealthBarWorldYOffset = 2.3f;
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readonly Dictionary<Entity, HealthBarEntry> _healthBars = new();
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readonly List<Entity> _barStale = new();
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readonly List<Entity> _barKeys = new();
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Material _barBgMat, _barFillMat;
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// Telegraph scale-pulse (Slice 1, Feature C): per-enemy windup-onset time, folded into the danger cone.
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readonly Dictionary<Entity, float> _pulseStart = new();
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AudioClip _hitClip;
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AudioClip _deathClip;
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AudioClip _fireClip;
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AudioClip _telegraphClip;
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AudioClip _dashClip;
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AudioClip _swingClip;
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Entity _localPlayer = Entity.Null;
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uint _lastLocalFireTick;
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bool _fireTickInit;
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uint _lastLocalDashTick;
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bool _dashTickInit;
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uint _lastLocalSwingTick;
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bool _swingTickInit;
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const int NumberPoolSize = 32;
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const int MaxActiveVfx = 40; // bound one-shot VFX GameObject churn under sustained combat
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struct TimedVfx { public GameObject Go; public double Kill; }
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protected override void OnCreate()
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{
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_hitClip = MakeClip("husk_hit", 640f, 180f, 0.10f, 0.5f, noise: true);
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_deathClip = MakeClip("husk_death", 320f, 50f, 0.34f, 0.55f, noise: false);
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_fireClip = MakeClip("fire", 880f, 1500f, 0.07f, 0.30f, noise: false);
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_telegraphClip = MakeClip("telegraph", 680f, 1020f, 0.12f, 0.35f, noise: false);
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_dashClip = MakeClip("dash", 950f, 240f, 0.12f, 0.50f, noise: false);
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_swingClip = MakeClip("swing", 720f, 200f, 0.09f, 0.42f, noise: false);
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}
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protected override void OnStartRunning()
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{
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if (_fxRoot != null) return;
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_fxRoot = new GameObject("~CombatFeedbackFX").transform;
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var mat = MakeParticleMaterial();
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_hitFx = MakeBurst("HitSparks", mat, new Color(3f, 2.2f, 0.6f), 0.13f, 7f, 0.32f, 256);
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_deathFx = MakeBurst("DeathBurst", mat, new Color(3.2f, 0.7f, 0.25f), 0.22f, 9f, 0.55f, 512);
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_muzzleFx = MakeBurst("Muzzle", mat, new Color(0.6f, 2.4f, 3.2f), 0.12f, 5f, 0.20f, 128);
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_dashFx = MakeBurst("DashWhoosh", mat, new Color(0.7f, 2.6f, 3.0f), 0.16f, 4f, 0.30f, 256);
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_swingFx = MakeBurst("MeleeSwing", mat, new Color(3.0f, 2.6f, 0.9f), 0.14f, 6f, 0.28f, 256);
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BuildSlash();
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_dangerMat = MakeParticleMaterial();
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_dangerMat.name = "EnemyDanger";
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_dangerMat.color = new Color(3.2f, 0.28f, 0.18f, 1f); // HDR red (per-zone intensity carried in vertex alpha)
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// Health-bar materials (UI/Default = always-included URP-compatible UI shader; per-instance Image.color carries alpha).
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Shader uiShader = Shader.Find("UI/Default") ?? Shader.Find("Sprites/Default");
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_barBgMat = new Material(uiShader) { name = "HealthBarBg" };
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_barFillMat = new Material(uiShader) { name = "HealthBarFill" };
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for (int i = 0; i < NumberPoolSize; i++)
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_numbers.Add(CreateNumber());
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}
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protected override void OnDestroy()
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{
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if (_fxRoot != null)
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Object.Destroy(_fxRoot.gameObject);
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if (_slashMesh != null) Object.Destroy(_slashMesh);
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if (_slashMat != null) Object.Destroy(_slashMat);
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if (_dangerMat != null) Object.Destroy(_dangerMat);
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if (_barBgMat != null) Object.Destroy(_barBgMat);
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if (_barFillMat != null) Object.Destroy(_barFillMat);
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foreach (var kv in _dangerZones)
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if (kv.Value != null) { var mf = kv.Value.GetComponent<MeshFilter>(); if (mf != null && mf.sharedMesh != null) Object.Destroy(mf.sharedMesh); }
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foreach (var kv in _healthBars)
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if (kv.Value.CanvasGo != null) Object.Destroy(kv.Value.CanvasGo);
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}
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protected override void OnUpdate()
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{
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float dt = SystemAPI.Time.DeltaTime;
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var cam = Camera.main;
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var cfg = VFXConfig.Instance;
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// Make sure predicted/physics jobs writing these are done before this main-thread read.
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EntityManager.CompleteDependencyBeforeRO<Health>();
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EntityManager.CompleteDependencyBeforeRO<LocalTransform>();
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EntityManager.CompleteDependencyBeforeRO<AttackWindup>();
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EntityManager.CompleteDependencyBeforeRO<DashState>();
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EntityManager.CompleteDependencyBeforeRO<DashCooldown>();
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EntityManager.CompleteDependencyBeforeRO<MeleeCombo>();
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EntityManager.CompleteDependencyBeforeRO<EnemyStats>();
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EntityManager.CompleteDependencyBeforeRO<EnemyTelegraph>();
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EntityManager.CompleteDependencyBeforeRO<IsLunging>();
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// Resolve the local player (for hit colouring + fire feedback).
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_localPlayer = Entity.Null;
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float3 localPos = default;
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foreach (var (xf, entity) in SystemAPI.Query<RefRO<LocalTransform>>()
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.WithAll<GhostOwnerIsLocal, PlayerTag>().WithEntityAccess())
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{
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_localPlayer = entity;
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localPos = xf.ValueRO.Position;
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}
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// Client-derived dash window of the LOCAL player (DashSystem runs in the client prediction loop
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// too): drives the i-frame shimmer + the hit-feedback suppression below. Observe-only.
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bool localIFrameActive = false;
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if (_localPlayer != Entity.Null && EntityManager.HasComponent<DashState>(_localPlayer)
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&& SystemAPI.TryGetSingleton<NetworkTime>(out var dashNetTime) && dashNetTime.ServerTick.IsValid)
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{
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var localDash = EntityManager.GetComponentData<DashState>(_localPlayer);
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localIFrameActive = localDash.IFrameUntilTick != 0u
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&& new NetworkTick(localDash.IFrameUntilTick).IsNewerThan(dashNetTime.ServerTick);
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}
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// Edge-detect Health on every damageable ghost (players + Husks).
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_seen.Clear();
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foreach (var (health, xf, entity) in
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SystemAPI.Query<RefRO<Health>, RefRO<LocalTransform>>().WithEntityAccess())
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{
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_seen.Add(entity);
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float cur = health.ValueRO.Current;
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float3 p = xf.ValueRO.Position;
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bool isEnemy = SystemAPI.HasComponent<EnemyTag>(entity);
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uint windup = isEnemy && SystemAPI.HasComponent<AttackWindup>(entity) ? SystemAPI.GetComponent<AttackWindup>(entity).WindUpUntilTick : 0u;
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bool isLocalPlayer = entity == _localPlayer;
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bool isStructure = SystemAPI.HasComponent<PlacedStructure>(entity); // EB-1: suppress combat cues -> StructureFeedbackSystem
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if (_cache.TryGetValue(entity, out var prev))
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{
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if (isEnemy && windup != 0 && prev.Windup == 0)
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{
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// Attack telegraph: the wind-up just began -> warn the player ~0.3s before the strike lands.
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Burst(_hitFx, null, (Vector3)p + Vector3.up * 1.2f, 6);
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PlayClip(_telegraphClip, (Vector3)p, 0.5f);
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_pulseStart[entity] = (float)SystemAPI.Time.ElapsedTime; // Feature C: scale-pulse onset
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}
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// Local hit feedback is SUPPRESSED while the local i-frame window is active: the server
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// negates the hit; any transient Health dip is reconciliation flicker, not a real hit.
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if (cur < prev.Hp - 0.001f && !isStructure && !(isLocalPlayer && localIFrameActive && FeelConfig.DashHitSuppress))
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{
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SpawnNumber(prev.Hp - cur, (Vector3)p, isLocalPlayer, cam);
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Burst(_hitFx, cfg != null ? cfg.Hit : null, (Vector3)p + Vector3.up * 0.8f, FeelConfig.HitBurstCount);
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PlayClip(_hitClip, (Vector3)p, FeelConfig.HitSfxVolume);
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PrototypeCameraRig.AddShake(isLocalPlayer ? FeelConfig.HitShakeLocal : FeelConfig.HitShakeRemote);
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if (isLocalPlayer) PrototypeCameraRig.PunchFov(FeelConfig.HitStopFovKick, FeelConfig.HitStopDurationMs);
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if (isEnemy)
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{
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// MC-3: net-new player-dealt-hit camera punch — scales with the bite size
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// (saturate(delta / RefDamage)) so a chip reads soft and a heavy connect snaps.
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// Camera-only hit-stop (NEVER Time.timeScale); keys on the enemy Health-decrease edge.
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float hitMag = math.saturate((prev.Hp - cur) / math.max(1f, FeelConfig.HitStopRefDamage));
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PrototypeCameraRig.PunchFov(math.lerp(FeelConfig.HitStopFovKickMin, FeelConfig.HitStopFovKickMax, hitMag), FeelConfig.HitStopDurationMs);
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ShowHealthBar(entity); // Feature B: arm/refresh this enemy's bar on a damage edge
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}
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}
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// Respawn recovery: the LOCAL player's Health rising from <=0 back to positive. No healing
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// mechanic exists, so a 0 -> positive edge is unambiguously a respawn (observer-only).
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if (isLocalPlayer && FeelConfig.RespawnShimmerEnabled && cur > prev.Hp + 0.001f && prev.Hp <= 0f)
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{
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Burst(_muzzleFx, null, (Vector3)p + Vector3.up * 0.6f, FeelConfig.RespawnShimmerBurst);
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PrototypeCameraRig.AddShake(FeelConfig.RespawnShimmerShake);
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}
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// Player death (players don't despawn — they respawn; Husk death is handled on prune).
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// EB-1: structures (not EnemyTag) would otherwise fire the HUMAN player-death cue here; their
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// damage/death is routed entirely through StructureFeedbackSystem (gated by !isStructure).
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if (!isEnemy && !isStructure && cur <= 0f && prev.Hp > 0f)
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{
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Burst(_deathFx, PlayerDeathPrefab(cfg), (Vector3)p + Vector3.up * 0.5f, FeelConfig.DeathBurstCount);
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PlayClip(_deathClip, (Vector3)p, 0.7f);
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PrototypeCameraRig.AddShake(isLocalPlayer ? FeelConfig.PlayerDeathShake : FeelConfig.RemotePlayerDeathShake);
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}
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}
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_cache[entity] = new FxCache { Hp = cur, MaxHp = health.ValueRO.Max, Pos = p, IsEnemy = isEnemy, Windup = windup };
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}
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// Prune despawned ghosts. A Husk that vanished was killed -> death VFX at its last position.
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if (_cache.Count != _seen.Count)
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{
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_stale.Clear();
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foreach (var kv in _cache)
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if (!_seen.Contains(kv.Key)) _stale.Add(kv.Key);
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for (int i = 0; i < _stale.Count; i++)
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{
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var c = _cache[_stale[i]];
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if (c.IsEnemy)
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{
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Burst(_deathFx, cfg != null ? cfg.EnemyDeath : null, (Vector3)c.Pos + Vector3.up * 0.5f, Mathf.Max(1, Mathf.RoundToInt(FeelConfig.DeathBurstCount * FeelConfig.KillBurstScale)));
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PlayClip(_deathClip, (Vector3)c.Pos, FeelConfig.KillSfxVolume);
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PrototypeCameraRig.AddShake(FeelConfig.KillShake);
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PrototypeCameraRig.PunchFov(FeelConfig.KillFovKick, FeelConfig.HitStopDurationMs);
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}
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_cache.Remove(_stale[i]);
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}
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}
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// Local-player fire feedback: AbilityCooldown.NextFireTick advances on each shot.
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// Raw uint inequality is intentional here: only the edge (a new shot) matters and the worst case
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// of a tick wrap is a single dropped/duplicated muzzle flash — purely cosmetic, never the sim.
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if (_localPlayer != Entity.Null && EntityManager.HasComponent<AbilityCooldown>(_localPlayer))
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{
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uint nextFire = EntityManager.GetComponentData<AbilityCooldown>(_localPlayer).NextFireTick;
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if (_fireTickInit && nextFire != 0 && nextFire != _lastLocalFireTick)
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{
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Burst(_muzzleFx, cfg != null ? cfg.Muzzle : null, (Vector3)localPos + Vector3.up * 0.9f, 8);
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PlayClip(_fireClip, (Vector3)localPos, 0.5f);
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}
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_lastLocalFireTick = nextFire;
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_fireTickInit = true;
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}
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// Local-player dash feedback (MC-1): DashCooldown.NextTick advances exactly once per dash
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// (replicated [GhostField], predicted both sides; raw uint edge like the muzzle flash — cosmetic
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// only). Whoosh + afterimage burst + camera punch on start, shimmer trail while i-frames last.
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if (_localPlayer != Entity.Null && EntityManager.HasComponent<DashCooldown>(_localPlayer))
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{
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uint nextDash = EntityManager.GetComponentData<DashCooldown>(_localPlayer).NextTick;
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if (_dashTickInit && nextDash != 0 && nextDash != _lastLocalDashTick)
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{
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EmitAt(_dashFx, (Vector3)localPos + Vector3.up * 0.6f, FeelConfig.DashBurstCount);
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PlayClip(_dashClip, (Vector3)localPos, FeelConfig.DashSfxVolume);
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PrototypeCameraRig.AddShake(FeelConfig.DashShake);
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PrototypeCameraRig.PunchFov(FeelConfig.DashFovKick, FeelConfig.HitStopDurationMs);
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}
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_lastLocalDashTick = nextDash;
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_dashTickInit = true;
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if (localIFrameActive) // i-frame shimmer trail while the local window is active
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EmitAt(_dashFx, (Vector3)localPos + Vector3.up * 0.7f, FeelConfig.DashShimmerPerFrame);
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}
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// Local-player melee swing feedback (MC-4): MeleeCombo.SwingStartTick advances once per swing (owner-predicted
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// [GhostField]; raw uint edge like the muzzle/dash, cosmetic only). Whoosh + arc burst + a small camera
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// nudge ahead of the player; the burst scales with the combo step so the finisher visibly pops.
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if (_localPlayer != Entity.Null && EntityManager.HasComponent<MeleeCombo>(_localPlayer))
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{
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var mc = EntityManager.GetComponentData<MeleeCombo>(_localPlayer);
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if (_swingTickInit && mc.SwingStartTick != 0 && mc.SwingStartTick != _lastLocalSwingTick)
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{
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int step = math.max(1, (int)mc.Step);
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Vector3 face = Vector3.forward;
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if (EntityManager.HasComponent<PlayerFacing>(_localPlayer))
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{
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var d = EntityManager.GetComponentData<PlayerFacing>(_localPlayer).Direction;
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if (math.lengthsq(d) > 1e-6f) face = new Vector3(d.x, 0f, d.y).normalized;
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}
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EmitAt(_swingFx, (Vector3)localPos + Vector3.up * 0.9f + face * 0.8f, 6 + (step - 1) * 5);
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PlayClip(_swingClip, (Vector3)localPos, 0.45f);
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PrototypeCameraRig.AddShake(0.04f * step);
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int comboLen = SystemAPI.TryGetSingleton<TuningConfig>(out var tcfg) ? (int)math.clamp((int)tcfg.MeleeComboLength, 1, 3) : 3;
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bool finisher = step >= comboLen;
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float slashRange = tcfg.MeleeRange > 0f ? tcfg.MeleeRange : 2.6f;
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float slashHalf = tcfg.MeleeConeHalfAngleRad > 0f ? tcfg.MeleeConeHalfAngleRad : 0.9f;
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if (finisher) slashRange *= tcfg.MeleeFinisherMult > 0f ? tcfg.MeleeFinisherMult : 1.8f;
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TriggerSlash((Vector3)localPos, new float2(face.x, face.z), slashRange, slashHalf, finisher); // the arc IS the range telegraph (MC-4 visual clarity)
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if (finisher) PrototypeCameraRig.PunchFov(FeelConfig.DashFovKick * 0.6f, FeelConfig.HitStopDurationMs);
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}
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_lastLocalSwingTick = mc.SwingStartTick;
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_swingTickInit = true;
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}
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UpdateProjectileTrails(cfg);
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PruneVfx();
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AnimateNumbers(dt, cam);
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UpdateSlash(dt);
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UpdateEnemyDanger();
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UpdateHealthBars(dt, cam, localPos);
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}
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// ---- Authored VFX (GabrielAguiar prefabs via VFXConfig); fall back to the procedural burst ----
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static GameObject PlayerDeathPrefab(VFXConfig cfg)
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{
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if (cfg == null) return null;
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return cfg.PlayerDeath != null ? cfg.PlayerDeath : cfg.EnemyDeath;
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}
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void Burst(ParticleSystem fallback, GameObject prefab, Vector3 pos, int count)
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{
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if (prefab != null) SpawnVfx(prefab, pos, Quaternion.identity);
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else EmitAt(fallback, pos, count);
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}
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void SpawnVfx(GameObject prefab, Vector3 pos, Quaternion rot)
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{
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if (prefab == null || _fxRoot == null) return;
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if (_activeVfx.Count >= MaxActiveVfx) return; // saturated: drop (cheap) rather than thrash GC
|
|
var go = Object.Instantiate(prefab, pos, rot, _fxRoot);
|
|
go.transform.position = pos;
|
|
StripCosmetic(go);
|
|
var systems = go.GetComponentsInChildren<ParticleSystem>();
|
|
for (int i = 0; i < systems.Length; i++) systems[i].Play();
|
|
_activeVfx.Add(new TimedVfx { Go = go, Kill = SystemAPI.Time.ElapsedTime + VfxLifetime(go) });
|
|
}
|
|
|
|
void PruneVfx()
|
|
{
|
|
double now = SystemAPI.Time.ElapsedTime;
|
|
for (int i = _activeVfx.Count - 1; i >= 0; i--)
|
|
{
|
|
if (now < _activeVfx[i].Kill) continue;
|
|
if (_activeVfx[i].Go != null) Object.Destroy(_activeVfx[i].Go);
|
|
_activeVfx.RemoveAt(i);
|
|
}
|
|
}
|
|
|
|
// A looping trail prefab follows each in-flight projectile ghost; destroyed when it despawns.
|
|
void UpdateProjectileTrails(VFXConfig cfg)
|
|
{
|
|
if (cfg == null || cfg.ProjectileTrail == null || _fxRoot == null)
|
|
{
|
|
// Config cleared mid-run: drop any orphaned trails so they don't linger.
|
|
if (_projTrails.Count > 0)
|
|
{
|
|
foreach (var kv in _projTrails) if (kv.Value != null) Object.Destroy(kv.Value);
|
|
_projTrails.Clear();
|
|
}
|
|
return;
|
|
}
|
|
|
|
_projSeen.Clear();
|
|
foreach (var (xf, entity) in
|
|
SystemAPI.Query<RefRO<LocalTransform>>().WithAll<Projectile>().WithEntityAccess())
|
|
{
|
|
_projSeen.Add(entity);
|
|
Vector3 wp = (Vector3)xf.ValueRO.Position;
|
|
if (_projTrails.TryGetValue(entity, out var trail))
|
|
{
|
|
if (trail != null) trail.transform.position = wp;
|
|
}
|
|
else
|
|
{
|
|
var go = Object.Instantiate(cfg.ProjectileTrail, wp, Quaternion.identity, _fxRoot);
|
|
StripCosmetic(go); // GA "projectile" prefabs ship a Rigidbody + mover; keep particles only
|
|
var systems = go.GetComponentsInChildren<ParticleSystem>();
|
|
for (int i = 0; i < systems.Length; i++) systems[i].Play();
|
|
_projTrails[entity] = go;
|
|
}
|
|
}
|
|
|
|
if (_projTrails.Count == _projSeen.Count) return;
|
|
_projStale.Clear();
|
|
foreach (var kv in _projTrails)
|
|
if (!_projSeen.Contains(kv.Key)) _projStale.Add(kv.Key);
|
|
for (int i = 0; i < _projStale.Count; i++)
|
|
{
|
|
if (_projTrails[_projStale[i]] != null) Object.Destroy(_projTrails[_projStale[i]]);
|
|
_projTrails.Remove(_projStale[i]);
|
|
}
|
|
}
|
|
|
|
// Cosmetic VFX must be particles only. GA demo "projectile" prefabs ship a non-kinematic Rigidbody,
|
|
// a solid collider, and a mover (ProjectileMoveScript) that self-propels and spawns secondary muzzle/hit
|
|
// effects on contact — strip all of that so our per-frame reposition is authoritative and nothing leaks.
|
|
static void StripCosmetic(GameObject go)
|
|
{
|
|
foreach (var rb in go.GetComponentsInChildren<Rigidbody>(true)) Object.Destroy(rb);
|
|
foreach (var col in go.GetComponentsInChildren<Collider>(true)) Object.Destroy(col);
|
|
foreach (var mb in go.GetComponentsInChildren<MonoBehaviour>(true))
|
|
{
|
|
if (mb == null) continue;
|
|
string n = mb.GetType().Name;
|
|
// Disable (not destroy) BEFORE Start runs so the mover's Start-spawned muzzle never fires.
|
|
if (n.IndexOf("Projectile", System.StringComparison.OrdinalIgnoreCase) >= 0 ||
|
|
n.IndexOf("Move", System.StringComparison.OrdinalIgnoreCase) >= 0)
|
|
mb.enabled = false;
|
|
}
|
|
}
|
|
|
|
// Real effect duration from the longest child ParticleSystem (clamped), so we don't force-kill early
|
|
// or hold a finished GameObject around on a blanket TTL.
|
|
static double VfxLifetime(GameObject go)
|
|
{
|
|
float longest = 0f;
|
|
foreach (var ps in go.GetComponentsInChildren<ParticleSystem>(true))
|
|
{
|
|
var main = ps.main;
|
|
float d = main.duration + main.startLifetime.constantMax;
|
|
if (d > longest) longest = d;
|
|
}
|
|
return Mathf.Clamp(longest, 1f, 6f);
|
|
}
|
|
|
|
// ---- Floating damage numbers (pooled, billboarded TextMesh) ----
|
|
|
|
class FloatingNumber
|
|
{
|
|
public TextMesh Tm;
|
|
public Transform Tr;
|
|
public float Age;
|
|
public float Life;
|
|
public Vector3 Vel;
|
|
public Color BaseColor;
|
|
public bool Active;
|
|
}
|
|
|
|
FloatingNumber CreateNumber()
|
|
{
|
|
var go = new GameObject("DamageNumber");
|
|
go.transform.SetParent(_fxRoot, false);
|
|
var tm = go.AddComponent<TextMesh>();
|
|
tm.characterSize = 0.12f;
|
|
tm.fontSize = 64;
|
|
tm.anchor = TextAnchor.MiddleCenter;
|
|
tm.alignment = TextAlignment.Center;
|
|
tm.color = Color.white;
|
|
tm.fontStyle = FontStyle.Bold;
|
|
go.SetActive(false);
|
|
return new FloatingNumber { Tm = tm, Tr = go.transform, Active = false };
|
|
}
|
|
|
|
void SpawnNumber(float amount, Vector3 worldPos, bool isLocalPlayer, Camera cam)
|
|
{
|
|
FloatingNumber fn = null;
|
|
for (int i = 0; i < _numbers.Count; i++)
|
|
if (!_numbers[i].Active) { fn = _numbers[i]; break; }
|
|
if (fn == null) return; // pool exhausted this frame: drop (cheap)
|
|
|
|
fn.Active = true;
|
|
fn.Age = 0f;
|
|
fn.Life = 0.7f;
|
|
fn.Tm.text = Mathf.Max(1, Mathf.RoundToInt(amount)).ToString();
|
|
fn.BaseColor = isLocalPlayer ? new Color(1f, 0.5f, 0.22f) : new Color(0.45f, 0.92f, 1f); // Blight orange (hurt) / Aether cyan (you hit)
|
|
fn.Tm.color = fn.BaseColor;
|
|
fn.Tr.position = worldPos + Vector3.up * 1.4f + new Vector3(UnityEngine.Random.Range(-0.25f, 0.25f), 0f, 0f);
|
|
fn.Vel = new Vector3(0f, 2.2f, 0f);
|
|
fn.Tr.gameObject.SetActive(true);
|
|
if (cam != null) fn.Tr.rotation = cam.transform.rotation;
|
|
}
|
|
|
|
void AnimateNumbers(float dt, Camera cam)
|
|
{
|
|
for (int i = 0; i < _numbers.Count; i++)
|
|
{
|
|
var fn = _numbers[i];
|
|
if (!fn.Active) continue;
|
|
|
|
fn.Age += dt;
|
|
if (fn.Age >= fn.Life)
|
|
{
|
|
fn.Active = false;
|
|
fn.Tr.gameObject.SetActive(false);
|
|
continue;
|
|
}
|
|
|
|
fn.Vel.y -= 3.5f * dt; // ease the rise
|
|
fn.Tr.position += fn.Vel * dt;
|
|
if (cam != null) fn.Tr.rotation = cam.transform.rotation;
|
|
|
|
var c = fn.BaseColor;
|
|
c.a = 1f - (fn.Age / fn.Life);
|
|
fn.Tm.color = c;
|
|
}
|
|
}
|
|
|
|
// ---- Procedural SFX + pooled particle bursts (fallback when no authored prefab) ----
|
|
|
|
static AudioClip MakeClip(string name, float f0, float f1, float dur, float vol, bool noise)
|
|
{
|
|
const int rate = 44100;
|
|
int len = Mathf.Max(16, (int)(dur * rate));
|
|
var clip = AudioClip.Create(name, len, 1, rate, false);
|
|
var data = new float[len];
|
|
var rng = new System.Random(name.Length * 9973 + 7);
|
|
float phase = 0f;
|
|
for (int i = 0; i < len; i++)
|
|
{
|
|
float t = i / (float)len;
|
|
float env = Mathf.Exp(-5f * t);
|
|
float freq = Mathf.Lerp(f0, f1, t);
|
|
phase += 2f * Mathf.PI * freq / rate;
|
|
float s = noise ? (float)(rng.NextDouble() * 2.0 - 1.0) : Mathf.Sin(phase);
|
|
data[i] = s * env * vol;
|
|
}
|
|
clip.SetData(data, 0);
|
|
return clip;
|
|
}
|
|
|
|
static Material MakeParticleMaterial()
|
|
{
|
|
// Sprites/Default is an always-included, transparent, vertex-coloured shader — reliable for
|
|
// billboarded sparks; HDR start colours still push past the bloom threshold (Stage 5 look pass).
|
|
Shader sh = Shader.Find("Sprites/Default");
|
|
if (sh == null) sh = Shader.Find("Universal Render Pipeline/Particles/Unlit");
|
|
if (sh == null) sh = Shader.Find("Unlit/Color");
|
|
return new Material(sh) { name = "CombatFeedbackParticle" };
|
|
}
|
|
|
|
ParticleSystem MakeBurst(string name, Material mat, Color color, float size, float speed, float life, int max)
|
|
{
|
|
var go = new GameObject(name);
|
|
go.transform.SetParent(_fxRoot, false);
|
|
var ps = go.AddComponent<ParticleSystem>();
|
|
|
|
var main = ps.main;
|
|
main.loop = false;
|
|
main.playOnAwake = false;
|
|
// duration unused: manual Emit bursts with emission disabled
|
|
main.startLifetime = life;
|
|
main.startSpeed = speed;
|
|
main.startSize = size;
|
|
main.startColor = color;
|
|
main.maxParticles = max;
|
|
main.gravityModifier = 0f;
|
|
main.simulationSpace = ParticleSystemSimulationSpace.World;
|
|
|
|
var emission = ps.emission;
|
|
emission.enabled = false; // we Emit(count) manually
|
|
|
|
var shape = ps.shape;
|
|
shape.enabled = true;
|
|
shape.shapeType = ParticleSystemShapeType.Sphere;
|
|
shape.radius = 0.06f;
|
|
|
|
var colOverLife = ps.colorOverLifetime;
|
|
colOverLife.enabled = true;
|
|
var grad = new Gradient();
|
|
grad.SetKeys(
|
|
new[] { new GradientColorKey(Color.white, 0f), new GradientColorKey(Color.white, 1f) },
|
|
new[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(0f, 1f) });
|
|
colOverLife.color = new ParticleSystem.MinMaxGradient(grad);
|
|
|
|
var sizeOverLife = ps.sizeOverLifetime;
|
|
sizeOverLife.enabled = true;
|
|
sizeOverLife.size = new ParticleSystem.MinMaxCurve(1f, AnimationCurve.Linear(0f, 1f, 1f, 0.2f));
|
|
|
|
var renderer = ps.GetComponent<ParticleSystemRenderer>();
|
|
renderer.material = mat;
|
|
renderer.renderMode = ParticleSystemRenderMode.Billboard;
|
|
return ps;
|
|
}
|
|
|
|
void BuildSlash()
|
|
{
|
|
var go = new GameObject("MeleeSlashArc");
|
|
go.transform.SetParent(_fxRoot, false);
|
|
_slashMesh = new Mesh { name = "MeleeSlashArc" };
|
|
var mf = go.AddComponent<MeshFilter>();
|
|
mf.sharedMesh = _slashMesh;
|
|
_slashMr = go.AddComponent<MeshRenderer>();
|
|
_slashMat = MakeParticleMaterial();
|
|
_slashMat.name = "MeleeSlashArc";
|
|
_slashMr.sharedMaterial = _slashMat;
|
|
_slashMr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
|
|
_slashMr.receiveShadows = false;
|
|
_slashMr.enabled = false;
|
|
}
|
|
|
|
// Rebuild the crescent (inner->outer arc) for the LIVE cone half-angle + range, in local +Z-forward space.
|
|
void BuildSlashMesh(float range, float halfAngle)
|
|
{
|
|
const int seg = 16;
|
|
float r1 = Mathf.Max(0.4f, range);
|
|
float r0 = r1 * 0.45f;
|
|
var verts = new Vector3[(seg + 1) * 2];
|
|
var cols = new Color[(seg + 1) * 2];
|
|
var uvs = new Vector2[(seg + 1) * 2];
|
|
var tris = new int[seg * 6];
|
|
for (int i = 0; i <= seg; i++)
|
|
{
|
|
float a = Mathf.Lerp(-halfAngle, halfAngle, i / (float)seg);
|
|
float sx = Mathf.Sin(a), cz = Mathf.Cos(a);
|
|
verts[i * 2] = new Vector3(sx * r0, 0f, cz * r0);
|
|
verts[i * 2 + 1] = new Vector3(sx * r1, 0f, cz * r1);
|
|
float across = 1f - Mathf.Abs(i / (float)seg * 2f - 1f); // 0 at edges, 1 at centre
|
|
cols[i * 2] = new Color(1f, 1f, 1f, 0.55f * (0.4f + 0.6f * across)); // inner brighter
|
|
cols[i * 2 + 1] = new Color(1f, 1f, 1f, 0f); // outer rim fades out
|
|
uvs[i * 2] = new Vector2(0.5f, 0.5f);
|
|
uvs[i * 2 + 1] = new Vector2(0.5f, 0.5f);
|
|
}
|
|
for (int i = 0; i < seg; i++)
|
|
{
|
|
int b = i * 2;
|
|
tris[i * 6 + 0] = b; tris[i * 6 + 1] = b + 1; tris[i * 6 + 2] = b + 2;
|
|
tris[i * 6 + 3] = b + 1; tris[i * 6 + 4] = b + 3; tris[i * 6 + 5] = b + 2;
|
|
}
|
|
_slashMesh.Clear();
|
|
_slashMesh.vertices = verts;
|
|
_slashMesh.colors = cols;
|
|
_slashMesh.uv = uvs;
|
|
_slashMesh.triangles = tris;
|
|
_slashMesh.RecalculateBounds();
|
|
}
|
|
|
|
// Flash a cone-shaped slash matching the LIVE melee range + half-angle, oriented along facing. The arc IS the
|
|
// range telegraph (MC-4 visual clarity): the player sees exactly how far + how wide the cleave reaches.
|
|
void TriggerSlash(Vector3 pos, float2 facing, float range, float halfAngle, bool finisher)
|
|
{
|
|
if (_slashMr == null || _slashMat == null) return;
|
|
BuildSlashMesh(range, halfAngle);
|
|
Vector3 f = math.lengthsq(facing) > 1e-6f ? new Vector3(facing.x, 0f, facing.y).normalized : Vector3.forward;
|
|
var tr = _slashMr.transform;
|
|
tr.position = pos + Vector3.up * 0.12f;
|
|
tr.rotation = Quaternion.LookRotation(f, Vector3.up);
|
|
tr.localScale = Vector3.one;
|
|
_slashTint = finisher ? new Color(3.2f, 2.3f, 0.7f) : new Color(1.6f, 2.4f, 3.2f); // finisher warm / light cool (HDR -> bloom)
|
|
_slashLife = finisher ? 0.26f : 0.17f;
|
|
_slashAge = 0f;
|
|
_slashActive = true;
|
|
_slashMat.color = _slashTint;
|
|
_slashMr.enabled = true;
|
|
}
|
|
|
|
void UpdateSlash(float dt)
|
|
{
|
|
if (!_slashActive || _slashMr == null) return;
|
|
_slashAge += dt;
|
|
float u = _slashAge / Mathf.Max(1e-4f, _slashLife);
|
|
if (u >= 1f) { _slashActive = false; _slashMr.enabled = false; return; }
|
|
var c = _slashTint; c.a = 1f - u; _slashMat.color = c;
|
|
_slashMr.transform.localScale = Vector3.one * (1f + u * 0.12f);
|
|
}
|
|
|
|
// Enemy attack TELEGRAPH (MC-4 clarity): while an enemy's AttackWindup counts down, paint a red ground danger
|
|
// cone in its facing out to its reach, brightening + scaling as the strike nears -> the player reads WHERE +
|
|
// WHEN to dodge. Client-only, observe-only; one pooled mesh per winding-up enemy, pruned each frame.
|
|
void UpdateEnemyDanger()
|
|
{
|
|
if (_fxRoot == null || _dangerMat == null) return;
|
|
Unity.NetCode.NetworkTick serverTick = SystemAPI.TryGetSingleton<NetworkTime>(out var nt) ? nt.ServerTick : default;
|
|
_dangerSeen.Clear();
|
|
if (serverTick.IsValid)
|
|
{
|
|
foreach (var (xf, stats, windup, tele, entity) in
|
|
SystemAPI.Query<RefRO<LocalTransform>, RefRO<EnemyStats>, RefRO<AttackWindup>, RefRO<EnemyTelegraph>>()
|
|
.WithAll<EnemyTag>().WithEntityAccess())
|
|
{
|
|
// Feature D: a committed Charger lunge keeps the cue ALIVE past windup (AttackWindup zeroes at commit).
|
|
bool lunging = SystemAPI.HasComponent<IsLunging>(entity) && SystemAPI.IsComponentEnabled<IsLunging>(entity);
|
|
uint until = windup.ValueRO.WindUpUntilTick;
|
|
if (until == 0u && !lunging) continue;
|
|
|
|
float intensity;
|
|
if (lunging)
|
|
{
|
|
intensity = 1f; // mid-lunge: max danger, persistent until IsLunging clears
|
|
}
|
|
else
|
|
{
|
|
var untilTick = new Unity.NetCode.NetworkTick(until);
|
|
if (!untilTick.IsValid || !untilTick.IsNewerThan(serverTick)) continue; // windup already elapsed
|
|
int remaining = untilTick.TicksSince(serverTick);
|
|
// Feature C: per-enemy windup duration (baked, client-safe) -> ramps 0->1 ending AT impact for
|
|
// any windup length (fixes the Charger plateauing early under the old hard-coded 22).
|
|
float windupDur = math.max(1f, tele.ValueRO.WindupTicks);
|
|
intensity = math.saturate(1f - remaining / windupDur);
|
|
}
|
|
|
|
// Feature C: a short anticipation scale-pulse folded into the client-owned cone (never the ghost).
|
|
float pulse = 0f;
|
|
if (_pulseStart.TryGetValue(entity, out var t0))
|
|
{
|
|
float age = (float)SystemAPI.Time.ElapsedTime - t0;
|
|
const float PulseLife = 0.18f;
|
|
if (age < PulseLife) pulse = (1f - age / PulseLife) * 0.35f;
|
|
else _pulseStart.Remove(entity);
|
|
}
|
|
|
|
_dangerSeen.Add(entity);
|
|
if (!_dangerZones.TryGetValue(entity, out var go) || go == null)
|
|
{
|
|
go = new GameObject("EnemyDanger");
|
|
go.transform.SetParent(_fxRoot, false);
|
|
go.AddComponent<MeshFilter>().sharedMesh = new Mesh { name = "EnemyDanger" };
|
|
var mr = go.AddComponent<MeshRenderer>();
|
|
mr.sharedMaterial = _dangerMat;
|
|
mr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
|
|
mr.receiveShadows = false;
|
|
_dangerZones[entity] = go;
|
|
}
|
|
float coneRange = math.max(1f, stats.ValueRO.AttackRange + 0.6f);
|
|
if (lunging) coneRange += 1.5f; // forward-stretch the wedge to read the committed travel
|
|
if (tele.ValueRO.Kind == ZoneEnemyMath.KindSpitter)
|
|
{
|
|
// MC-3: a Spitter is a RANGED threat — a melee wedge at its feet is useless. Paint a thin aim
|
|
// LANE along its (face-locked) facing out to projectile reach during wind-up, brightening as the
|
|
// shot nears so the player reads the line to dodge/dash across it.
|
|
float laneLen = 12f;
|
|
if (SystemAPI.HasComponent<SpitterState>(entity))
|
|
{
|
|
var ss = SystemAPI.GetComponent<SpitterState>(entity);
|
|
laneLen = math.max(4f, ss.PreferredRange + ss.RangeTolerance + 2f);
|
|
}
|
|
BuildLaneMesh(go.GetComponent<MeshFilter>().sharedMesh, laneLen, 0.28f, intensity);
|
|
}
|
|
else BuildDangerMesh(go.GetComponent<MeshFilter>().sharedMesh, coneRange, 0.7f, intensity);
|
|
float2 fwd = AnimParamMath.PlanarForward(xf.ValueRO.Rotation);
|
|
var tr = go.transform;
|
|
tr.position = (Vector3)xf.ValueRO.Position + Vector3.up * 0.06f;
|
|
tr.rotation = Quaternion.LookRotation(new Vector3(fwd.x, 0f, fwd.y), Vector3.up);
|
|
tr.localScale = Vector3.one * (0.92f + 0.12f * intensity + pulse);
|
|
}
|
|
}
|
|
if (_dangerZones.Count != _dangerSeen.Count)
|
|
{
|
|
_dangerStale.Clear();
|
|
foreach (var kv in _dangerZones) if (!_dangerSeen.Contains(kv.Key)) _dangerStale.Add(kv.Key);
|
|
for (int i = 0; i < _dangerStale.Count; i++)
|
|
{
|
|
var g = _dangerZones[_dangerStale[i]];
|
|
if (g != null) { var mf = g.GetComponent<MeshFilter>(); if (mf != null && mf.sharedMesh != null) Object.Destroy(mf.sharedMesh); Object.Destroy(g); }
|
|
_dangerZones.Remove(_dangerStale[i]);
|
|
_pulseStart.Remove(_dangerStale[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Filled forward wedge (pizza-slice) from the enemy out to `range`, vertex-alpha ramped by `intensity`.
|
|
// ---- Enemy Health Bars (Slice 1, Feature B) — pooled world-space Canvas, on-damage sticky + fade ----
|
|
|
|
void ShowHealthBar(Entity entity)
|
|
{
|
|
if (!_healthBars.TryGetValue(entity, out var entry) || entry.CanvasGo == null)
|
|
entry = CreateHealthBar(entity);
|
|
entry.ShowTimer = HealthBarShowDuration;
|
|
if (!entry.Visible) { entry.CanvasGo.SetActive(true); entry.Visible = true; }
|
|
_healthBars[entity] = entry; // struct — must re-assign
|
|
}
|
|
|
|
HealthBarEntry CreateHealthBar(Entity entity)
|
|
{
|
|
var go = new GameObject("EnemyHPBar");
|
|
if (_fxRoot != null) go.transform.SetParent(_fxRoot, false);
|
|
var canvas = go.AddComponent<Canvas>();
|
|
canvas.renderMode = RenderMode.WorldSpace;
|
|
canvas.sortingOrder = 5; // below the UITK HUD (50); above world geometry
|
|
var rt = go.GetComponent<RectTransform>();
|
|
rt.sizeDelta = new Vector2(1.2f, 0.14f);
|
|
|
|
var bgGo = new GameObject("Bg");
|
|
bgGo.transform.SetParent(go.transform, false);
|
|
var bgRt = bgGo.AddComponent<RectTransform>();
|
|
bgRt.anchorMin = Vector2.zero; bgRt.anchorMax = Vector2.one;
|
|
bgRt.offsetMin = bgRt.offsetMax = Vector2.zero;
|
|
var bgImg = bgGo.AddComponent<UnityEngine.UI.Image>();
|
|
bgImg.material = _barBgMat;
|
|
bgImg.color = new Color(0.05f, 0.05f, 0.06f, 0.82f);
|
|
|
|
var fillGo = new GameObject("Fill");
|
|
fillGo.transform.SetParent(go.transform, false);
|
|
var fillRt = fillGo.AddComponent<RectTransform>();
|
|
fillRt.anchorMin = Vector2.zero; fillRt.anchorMax = Vector2.one;
|
|
fillRt.offsetMin = new Vector2(0.02f, 0.02f);
|
|
fillRt.offsetMax = new Vector2(-0.02f, -0.02f);
|
|
var fillImg = fillGo.AddComponent<UnityEngine.UI.Image>();
|
|
fillImg.material = _barFillMat;
|
|
fillImg.color = new Color(0.88f, 0.22f, 0.14f, 1f);
|
|
fillImg.type = UnityEngine.UI.Image.Type.Simple; // a sprite-less UI Image ignores fillAmount (it draws a full quad) ->
|
|
fillImg.raycastTarget = false; // the bar empties by sizing the fill RectTransform (anchorMax.x = frac) in UpdateHealthBars
|
|
|
|
go.SetActive(false);
|
|
var entry = new HealthBarEntry { CanvasGo = go, Fill = fillImg, Bg = bgImg, ShowTimer = 0f, Visible = false };
|
|
_healthBars[entity] = entry;
|
|
return entry;
|
|
}
|
|
|
|
// Per-frame: prune dead bars (reusing the main loop's _seen set), pool-cap by distance, billboard + fade.
|
|
void UpdateHealthBars(float dt, Camera cam, float3 localPlayerPos)
|
|
{
|
|
if (_healthBars.Count > 0)
|
|
{
|
|
_barStale.Clear();
|
|
foreach (var kv in _healthBars)
|
|
if (!_seen.Contains(kv.Key)) _barStale.Add(kv.Key);
|
|
for (int i = 0; i < _barStale.Count; i++)
|
|
{
|
|
var e2 = _barStale[i];
|
|
if (_healthBars[e2].CanvasGo != null) Object.Destroy(_healthBars[e2].CanvasGo);
|
|
_healthBars.Remove(e2);
|
|
}
|
|
}
|
|
if (_healthBars.Count == 0) return;
|
|
|
|
bool capBars = _localPlayer != Entity.Null && _healthBars.Count > HealthBarPoolLimit;
|
|
_barKeys.Clear();
|
|
foreach (var k in _healthBars.Keys) _barKeys.Add(k);
|
|
for (int i = 0; i < _barKeys.Count; i++)
|
|
{
|
|
var key = _barKeys[i];
|
|
var entry = _healthBars[key];
|
|
if (entry.CanvasGo == null) continue;
|
|
if (!_cache.TryGetValue(key, out var fc)) continue;
|
|
|
|
float frac = fc.MaxHp > 0f ? math.saturate(fc.Hp / fc.MaxHp) : 1f;
|
|
bool alwaysOn = frac < HealthBarAlwaysOnThreshold;
|
|
|
|
if (capBars && math.lengthsq(fc.Pos - localPlayerPos) > FeelConfig.HealthBarMaxDistSq)
|
|
{
|
|
if (entry.Visible) { entry.CanvasGo.SetActive(false); entry.Visible = false; }
|
|
_healthBars[key] = entry;
|
|
continue;
|
|
}
|
|
|
|
if (!alwaysOn) entry.ShowTimer -= dt;
|
|
bool shouldShow = alwaysOn || entry.ShowTimer > -HealthBarFadeDuration;
|
|
if (shouldShow)
|
|
{
|
|
if (!entry.Visible) { entry.CanvasGo.SetActive(true); entry.Visible = true; }
|
|
if (cam != null)
|
|
{
|
|
entry.CanvasGo.transform.position = (Vector3)fc.Pos + Vector3.up * HealthBarWorldYOffset;
|
|
entry.CanvasGo.transform.rotation = cam.transform.rotation; // billboard
|
|
}
|
|
float alpha = (!alwaysOn && entry.ShowTimer < 0f)
|
|
? 1f - math.saturate(-entry.ShowTimer / HealthBarFadeDuration) : 1f;
|
|
if (entry.Fill != null) { var c = entry.Fill.color; c.a = alpha; entry.Fill.color = c; entry.Fill.rectTransform.anchorMax = new Vector2(frac, 1f); }
|
|
if (entry.Bg != null) { var c = entry.Bg.color; c.a = 0.82f * alpha; entry.Bg.color = c; }
|
|
}
|
|
else if (entry.Visible) { entry.CanvasGo.SetActive(false); entry.Visible = false; }
|
|
|
|
_healthBars[key] = entry;
|
|
}
|
|
}
|
|
|
|
static void BuildDangerMesh(Mesh mesh, float range, float halfAngle, float intensity)
|
|
{
|
|
const int seg = 14;
|
|
var verts = new Vector3[seg + 2];
|
|
var cols = new Color[seg + 2];
|
|
var uvs = new Vector2[seg + 2];
|
|
var tris = new int[seg * 3];
|
|
float aCenter = 0.18f + 0.62f * intensity;
|
|
verts[0] = Vector3.zero; cols[0] = new Color(1f, 1f, 1f, aCenter); uvs[0] = new Vector2(0.5f, 0.5f);
|
|
for (int i = 0; i <= seg; i++)
|
|
{
|
|
float a = Mathf.Lerp(-halfAngle, halfAngle, i / (float)seg);
|
|
verts[i + 1] = new Vector3(Mathf.Sin(a) * range, 0f, Mathf.Cos(a) * range);
|
|
cols[i + 1] = new Color(1f, 1f, 1f, aCenter * 0.22f);
|
|
uvs[i + 1] = new Vector2(0.5f, 0.5f);
|
|
}
|
|
for (int i = 0; i < seg; i++) { tris[i * 3] = 0; tris[i * 3 + 1] = i + 1; tris[i * 3 + 2] = i + 2; }
|
|
mesh.Clear();
|
|
mesh.vertices = verts; mesh.colors = cols; mesh.uv = uvs; mesh.triangles = tris;
|
|
mesh.RecalculateBounds();
|
|
}
|
|
|
|
// MC-3: a thin forward LANE (filled quad in local +Z) for a Spitter's ranged aim telegraph, vertex-alpha
|
|
// ramped by `intensity` (brightening toward the shot). Built into the same pooled danger mesh; the GO is
|
|
// already rotated to the enemy facing, so +Z is "toward the locked target".
|
|
static void BuildLaneMesh(Mesh mesh, float length, float halfWidth, float intensity)
|
|
{
|
|
float a = 0.18f + 0.62f * intensity;
|
|
var verts = new Vector3[4]
|
|
{
|
|
new Vector3(-halfWidth, 0f, 0.2f),
|
|
new Vector3( halfWidth, 0f, 0.2f),
|
|
new Vector3(-halfWidth, 0f, length),
|
|
new Vector3( halfWidth, 0f, length),
|
|
};
|
|
var cols = new Color[4]
|
|
{
|
|
new Color(1f, 1f, 1f, a),
|
|
new Color(1f, 1f, 1f, a),
|
|
new Color(1f, 1f, 1f, a * 0.12f),
|
|
new Color(1f, 1f, 1f, a * 0.12f),
|
|
};
|
|
var uvs = new Vector2[4] { new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f) };
|
|
var tris = new int[6] { 0, 2, 1, 1, 2, 3 };
|
|
mesh.Clear();
|
|
mesh.vertices = verts; mesh.colors = cols; mesh.uv = uvs; mesh.triangles = tris;
|
|
mesh.RecalculateBounds();
|
|
}
|
|
|
|
static void EmitAt(ParticleSystem ps, Vector3 pos, int count)
|
|
{
|
|
if (ps == null) return;
|
|
ps.transform.position = pos;
|
|
ps.Emit(count);
|
|
}
|
|
|
|
static void PlayClip(AudioClip clip, Vector3 pos, float vol)
|
|
{
|
|
if (clip == null) return;
|
|
AudioSource.PlayClipAtPoint(clip, pos, vol * GameVolume.Sfx);
|
|
}
|
|
}
|
|
}
|