Files
Project-M/Assets/_Project/Scripts/Client/Presentation/EnemyAnimationDriveSystem.cs
T
kronic 0ff11fe2a9 Enemy hit-reacts: React/Stagger anim tiers off Health-drop edges (the Rukhanka-safe flinch)
SwordCombat React (1.4x, 0.3s pulse) + Stagger (1.2x, 0.55s) as Any-State
states on AC_EnemyTopDown via EnemyRigTools.WireEnemyHitReacts; driven by
EnemyAnimationDriveSystem's cache (now Pos/Hp/ReactUntil/Heavy) off
replicated Health drops. Windup-honesty gate: light reacts require
!IsAttacking (a sub-poise hit never visually cancels a live windup);
the heavy tier tracks the server's B2 poise break (stagger threshold 50
= finisher staggers, light flinches at the locked tuning). Knobs:
HitReactSeconds (0=off) / HitStaggerSeconds / HitReactStaggerDamage.
Replaces the review-cut positional vibrate (Rukhanka inverse-fold no-op).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 00:28:11 -07:00

173 lines
10 KiB
C#

using ProjectM.Simulation;
using Rukhanka; // FastAnimatorParameter, AnimatorParametersAspect, ParameterValue,
// AnimatorControllerParameterComponent, AnimatorControllerParameterIndexTableComponent,
// RukhankaAnimationSystemGroup
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms; // LocalTransform
namespace ProjectM.Client
{
/// <summary>
/// Client-only animation driver for Husk ENEMIES. OBSERVES replicated state and writes Rukhanka animator
/// blend params; never mutates the sim (presentation-only). The enemy mirror of the REMOTE path of
/// <see cref="PlayerAnimationDriveSystem"/>: a Husk is an OWNERLESS INTERPOLATED ghost (server-moved by
/// EnemyAISystem, position+rotation via stock LocalTransform replication, no KinematicCharacterBody on the
/// client) — structurally identical to a remote player — so planar velocity is derived from replicated
/// <see cref="LocalTransform.Position"/> frame-deltas, facing from the replicated <see cref="LocalTransform.Rotation"/>
/// (the server faces the target each tick), and the run-blend normalizer from the baked-on-both-worlds
/// <see cref="EnemyStats.MoveSpeed"/>. The attack telegraph rides the already-replicated
/// <see cref="AttackWindup"/> [GhostField] (non-zero for the ~0.3s wind-up) — no new [GhostField], no server
/// change (Rukhanka is stripped server-side by ServerStripAnimationSystem), no ghost-hash change. See DR-023.
/// <para>
/// Runs in SimulationSystemGroup via [UpdateBefore(RukhankaAnimationSystemGroup)] so params are set before
/// Rukhanka's same-frame controller eval (no 1-tick lag) — the same documented exception to the
/// "all juice = PresentationSystemGroup" rule the player driver uses. Observe-only, never in the predicted loop.
/// </para>
/// <para>
/// NOTE: deliberately NOT [RequireMatchingQueriesForUpdate]. Husks despawn far more often than players, so the
/// per-frame prevPos prune must run EVERY frame (even with zero live Husks) to reclaim the cache entry of a
/// just-killed Husk — otherwise one NativeParallelHashMap entry would leak per kill.
/// </para>
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation | WorldSystemFilterFlags.ClientSimulation)]
[UpdateBefore(typeof(RukhankaAnimationSystemGroup))]
public partial class EnemyAnimationDriveSystem : SystemBase
{
// Perfect-hash keys, built once. Names MUST match AC_EnemyTopDown.controller parameter names exactly.
static readonly FastAnimatorParameter k_MoveX = new FastAnimatorParameter("MoveX");
static readonly FastAnimatorParameter k_MoveZ = new FastAnimatorParameter("MoveZ");
static readonly FastAnimatorParameter k_Speed = new FastAnimatorParameter("Speed");
static readonly FastAnimatorParameter k_IsAttacking = new FastAnimatorParameter("IsAttacking");
static readonly FastAnimatorParameter k_IsDead = new FastAnimatorParameter("IsDead"); // B3: the controller's Death state existed but was never driven
static readonly FastAnimatorParameter k_IsHit = new FastAnimatorParameter("IsHit"); // 07-21 hit-react (G5): pulsed off replicated Health-drop edges
static readonly FastAnimatorParameter k_IsHitHeavy = new FastAnimatorParameter("IsHitHeavy"); // heavy tier -> HitStagger (aligns with the server's B2 poise break)
/// <summary>07-21: per-Husk anim cache -- position (velocity derivation), Health (the hit-react damage
/// edge), and the active flinch pulse. Pruned every frame (a vanished Husk = a server-authoritative death).</summary>
struct EnemyAnimCache
{
public float3 Pos;
public float Hp;
public float ReactUntil; // wall-clock ElapsedTime the flinch pulse ends (0 = none)
public bool Heavy; // this pulse is the stagger tier
}
NativeParallelHashMap<Entity, EnemyAnimCache> _prevPos;
protected override void OnCreate()
{
_prevPos = new NativeParallelHashMap<Entity, EnemyAnimCache>(64, Allocator.Persistent);
}
protected override void OnDestroy()
{
if (_prevPos.IsCreated) _prevPos.Dispose();
}
protected override void OnUpdate()
{
float dt = SystemAPI.Time.DeltaTime; // wall-frame delta is correct for presentation
if (dt < 1e-5f) dt = 1e-5f;
var seen = new NativeParallelHashSet<Entity>(64, Allocator.TempJob);
var job = new EnemyDriveJob
{
moveX = k_MoveX, moveZ = k_MoveZ, speed = k_Speed, isAttacking = k_IsAttacking, isDead = k_IsDead,
isHit = k_IsHit, isHitHeavy = k_IsHitHeavy,
// 07-21 hit-react knobs (read main-thread, passed by value -- never FeelConfig inside Burst)
el = (float)SystemAPI.Time.ElapsedTime,
reactSeconds = math.max(0f, FeelConfig.HitReactSeconds),
staggerSeconds = math.max(0f, FeelConfig.HitStaggerSeconds),
staggerDamage = math.max(1f, FeelConfig.HitReactStaggerDamage),
dt = dt,
prevPos = _prevPos,
seen = seen,
isLunging = SystemAPI.GetComponentLookup<IsLunging>(true),
};
Dependency = job.Schedule(Dependency); // .Schedule (not parallel): mutates _prevPos
// Prune stale entries (despawned Husks) AFTER the job, on the main thread.
Dependency.Complete();
PruneCache(seen);
seen.Dispose();
}
void PruneCache(NativeParallelHashSet<Entity> seen)
{
using var keys = _prevPos.GetKeyArray(Allocator.Temp);
for (int i = 0; i < keys.Length; i++)
if (!seen.Contains(keys[i])) _prevPos.Remove(keys[i]);
}
// Husks are ownerless interpolated ghosts: no local/remote split, no Dead enableable. Velocity from
// LocalTransform.Position delta; facing from LocalTransform.Rotation (server-faced); IsAttacking from the
// replicated AttackWindup telegraph. The Rukhanka param components match only rigged ghosts.
[BurstCompile]
[WithAll(typeof(EnemyTag))]
partial struct EnemyDriveJob : IJobEntity
{
public FastAnimatorParameter moveX, moveZ, speed, isAttacking, isDead, isHit, isHitHeavy;
public float el, reactSeconds, staggerSeconds, staggerDamage; // 07-21 hit-react (reactSeconds 0 = off)
[Unity.Collections.ReadOnly] public ComponentLookup<IsLunging> isLunging; // A7: a lunge has no AttackWindup; OR it in so the boss/Charger attack anim plays during the committed lunge
public float dt;
public NativeParallelHashMap<Entity, EnemyAnimCache> prevPos;
public NativeParallelHashSet<Entity> seen;
void Execute(
Entity e,
AnimatorControllerParameterIndexTableComponent indexTable,
DynamicBuffer<AnimatorControllerParameterComponent> parametersArr,
in LocalTransform xform,
in EnemyStats stats,
in AttackWindup windup,
in Health health)
{
seen.Add(e);
float3 cur = xform.Position;
float3 vel = float3.zero;
var cache = new EnemyAnimCache { Pos = cur, Hp = health.Current };
if (prevPos.TryGetValue(e, out var prev))
{
vel = (cur - prev.Pos) / dt;
cache.ReactUntil = prev.ReactUntil;
cache.Heavy = prev.Heavy;
// 07-21 hit-react (G5): a replicated Health DROP on a living Husk = the flinch edge. The heavy
// tier (>= staggerDamage, e.g. the finisher) plays the stagger -- aligned with the server's B2
// poise break, so the anim never claims an interrupt the sim didn't make.
float drop = prev.Hp - health.Current;
if (drop > 0.01f && health.Current > 0f && reactSeconds > 0f)
{
cache.Heavy = drop >= staggerDamage;
cache.ReactUntil = el + (cache.Heavy ? staggerSeconds : reactSeconds);
}
}
prevPos[e] = cache;
float2 facing = AnimParamMath.PlanarForward(xform.Rotation);
float3 p = AnimParamMath.LocomotionParams(vel, facing, stats.MoveSpeed);
bool attacking = windup.WindUpUntilTick != 0 || (isLunging.HasComponent(e) && isLunging.IsComponentEnabled(e)); // A7: the committed lunge (which zeroes AttackWindup) still animates as an attack
// B3: the corpse window — Health.Current is replicated, so <=0 IS the death read. A corpse
// plays the Death state and nothing else (no jog, no frozen attack).
bool dead = health.Current <= 0f;
if (dead) { p = float3.zero; attacking = false; }
var a = new AnimatorParametersAspect(parametersArr, indexTable);
if (a.HasParameter(moveX)) a.SetParameterValue(moveX, p.x);
if (a.HasParameter(moveZ)) a.SetParameterValue(moveZ, p.y);
if (a.HasParameter(speed)) a.SetParameterValue(speed, p.z);
if (a.HasParameter(isAttacking)) a.SetParameterValue(isAttacking, attacking);
if (a.HasParameter(isDead)) a.SetParameterValue(isDead, dead);
// 07-21 hit-react pulse (a corpse never flinches; the controller adds the windup-honesty gate).
bool hitActive = !dead && cache.ReactUntil > 0f && el < cache.ReactUntil;
if (a.HasParameter(isHit)) a.SetParameterValue(isHit, hitActive);
if (a.HasParameter(isHitHeavy)) a.SetParameterValue(isHitHeavy, hitActive && cache.Heavy);
}
}
}
}