bbf418e779
Phase 1.5 long-term #8, the LAST 1.5 item (design review wf_e14dd739-069: both HIGHs + the distinct MEDs verified before the session limit ate the duplicate verifiers; unverified leftovers reasoned-closed in the spec). Cover = a BlightClutter ghost (Variant 4) with a baked Environment-layer BoxCollider: the runtime ghost's collider joins BuildPhysicsWorld -> blocks the player CC and the enemy sweep while alive, and the gap opens the instant the entity dies. Both hit paths already break it (the clutter chassis); 8 hits to carve. Review folds: - HIGH: the 07-07 anti-stuck nudge would phase enemies THROUGH cover after ~1.5s (it exists to prevent room soft-locks). The nudge is now COVER-AWARE: a SphereCast identifies the blocker; a live BlightClutter ghost suppresses the phase (no soft-lock possible - the blocker is destructible); static-geometry wedges still nudge. - HIGH: yield==durability made tanky cover an economy faucet. Deposit is DECOUPLED from the decrement at both hit sites: ScrapPerHit=0 = breaks in Remaining hits, yields NOTHING; fractional POSITIVE yields still credit >=1 (the B1 immortal-sink test pinned this - zero means zero, positive floors to 1). - MEDs: HitRadius 1.2 (visual core, not a shot-eating disc), NO cover in Boss rooms (no boss depenetration backstop), scatter keep-out >=7u from the room origin (player landing + portal), Variant=4 explicit (the clutter block's explosive reroll cannot leak). - Old static layer removed: 8 WorldColliders_RoomCover colliders (subscene) + the RoomCover_Visuals root (Game.unity). Verified live: 3 cover ghosts spawned with SOLID baked colliders; BLOCK - NudgeUntilTick stayed 0 across 3.5s of forced zero-progress (old code arms at 1.5s); DEPENETRATE - an enemy shoved inside a live rock exited to 1.7u (backstop holds against ghost colliders); CARVE - the rock died to the real sweep and the spot probed OPEN. 470/470 EditMode; console clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
36 lines
1.4 KiB
C#
36 lines
1.4 KiB
C#
using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// Authoring for the baked <see cref="CoverFieldSpawner"/> singleton (mirrors ClutterFieldSpawnerAuthoring).
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/// Place once in the gameplay subscene and assign the CoverRock ghost prefab; RoomFieldSystem scatters
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/// destructible cover per room (never in Boss rooms) with an origin keep-out. Carries no transform.
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/// </summary>
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public class CoverFieldSpawnerAuthoring : MonoBehaviour
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{
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[Tooltip("CoverRock ghost prefab: BlightClutterAuthoring (ScrapPerHit=0, Variant=4) + an Environment-layer collider + a GhostAuthoringComponent (ownerless, interpolated).")]
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public GameObject CoverPrefab;
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[Tooltip("Cover rocks per room (Boss rooms get none).")]
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[Min(0)] public int Count = 3;
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private class CoverFieldSpawnerBaker : Baker<CoverFieldSpawnerAuthoring>
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{
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public override void Bake(CoverFieldSpawnerAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.None);
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AddComponent(entity, new CoverFieldSpawner
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{
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Prefab = authoring.CoverPrefab != null
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? GetEntity(authoring.CoverPrefab, TransformUsageFlags.Dynamic)
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: Entity.Null,
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Count = authoring.Count,
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});
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}
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}
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}
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}
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