3409c53148
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>
59 lines
3.1 KiB
C#
59 lines
3.1 KiB
C#
using Unity.Burst;
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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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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Derives the LOCAL enableable <see cref="Dead"/> gate from the replicated <see cref="Health"/> every predicted
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/// tick (Dead == Health.Current <= 0). Runs in BOTH worlds inside
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/// <see cref="PredictedSimulationSystemGroup"/>, BEFORE movement/aim/fire, so a dead player is excluded from
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/// those systems (which query <c>.WithDisabled<Dead>()</c>) on the server AND the owner-predicting client.
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/// Because it is a pure function of the already-replicated, reconciled Health (the same derive-don't-replicate
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/// pattern as <see cref="StatRecomputeSystem"/>), the gate is identical across server, owner-client, and rollback
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/// — no replicated enabled bit required. Also zeroes <see cref="CharacterControl.MoveVelocity"/> while dead so
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/// the kinematic character holds still (the movement system is skipped and would otherwise coast on stale
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/// velocity). The authoritative recovery (Health refill + reposition) is owned server-side by
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/// <c>PlayerRespawnSystem</c>. Visits dead players too via <c>.WithPresent<Dead>()</c> (required to write
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/// the enabled bit on an entity whose Dead is currently disabled).
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/// </summary>
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[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
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[UpdateBefore(typeof(PlayerControlSystem))]
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[UpdateBefore(typeof(PlayerAimSystem))]
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[BurstCompile]
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public partial struct PlayerDeathStateSystem : ISystem
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{
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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foreach (var (health, control, deadEnabled, entity) in
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SystemAPI.Query<RefRO<Health>, RefRW<CharacterControl>, EnabledRefRW<Dead>>()
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.WithAll<PlayerTag, Simulate>()
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.WithPresent<Dead>()
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.WithEntityAccess())
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{
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bool isDead = health.ValueRO.Current <= 0f;
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deadEnabled.ValueRW = isDead;
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if (isDead)
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{
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control.ValueRW.MoveVelocity = float3.zero;
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// MC-1: clear any in-flight dash window + restore base sharpness so a death mid-dash leaves
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// no stale i-frames / stuck-fast on respawn (DashSystem skips dead players via .WithDisabled<Dead>()).
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if (SystemAPI.HasComponent<DashState>(entity))
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SystemAPI.SetComponent(entity, default(DashState));
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// MC-4: clear any in-flight combo so a death mid-combo leaves no stale lock/step on respawn.
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if (SystemAPI.HasComponent<MeleeCombo>(entity))
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SystemAPI.SetComponent(entity, default(MeleeCombo));
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if (SystemAPI.HasComponent<CharacterComponent>(entity))
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{
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var cc = SystemAPI.GetComponent<CharacterComponent>(entity);
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cc.GroundedMovementSharpness = 15f;
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SystemAPI.SetComponent(entity, cc);
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}
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}
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}
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}
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}
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}
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