414f9ff62a
Dark-ambient, dynamic-light-first look (RoR2/Death Scourges reference),
built filter-agnostic so the pixel style composes on top:
- New DynamicLightSystem (client-only, PresentationSystemGroup): pooled
point lights follow projectile ghosts; pulsing portal light during
RoomExplore (same ExpeditionPortalPos authority as the beacon); soft
resource-node glow that fades with harvest-shrink; short impact
FLASHES fed by CombatFeedbackSystem's burst funnel (EmitColored +
SpawnVfx -> RequestFlash). Knobs in DynamicLightConfig (scene object,
code defaults when absent).
- Atmosphere darkened: WorldAtmosphereConfig/System palettes moved to
the dark set (base cool dusk, arid burnt dusk, per-room biome consts
darkened); scene fog switched Linear -> ExponentialSquared (the
system's per-region DENSITY writes were dead in Linear mode);
trilight ambient lowered; directional 1.9 -> 1.05 slightly warm.
- 6 landmark mood lights (warpgate cyan, artefact violet x2, survey
camp warm x2, cabin warm); URP additional-lights-per-object 4 -> 8
(was starving the existing Aether lights).
- Art-look gate material: Assets/Screenshots/artlook_{base,room}_
pixel{ON,OFF}.png over the lit scene.
Verified: lights live in Play (20 static at base incl. new landmarks;
pooled dynamics active in-room: node glows + impact flashes), fog/
ambient values confirmed live, 466/466 EditMode, console clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
919 lines
51 KiB
C#
919 lines
51 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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using static ProjectM.Client.FeedbackFx;
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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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bool _scanPrimed; // Phase 1: first health-scan completed -> new cache entries are true spawns, not the connect flood
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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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float _slashRange, _slashHalf; // live cone geometry re-sampled each frame for the per-frame sweep rebuild
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int _slashSweepSign = 1; // alternate sweep direction per combo step (reads as alternating strikes)
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uint _lastConeFireTick; // own latch — the muzzle block owns _lastLocalFireTick and runs first
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double _lastHoldTime; // C4: last hit-stop hold time (throttle so a horde wipe doesn't stutter)
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bool _coneTickInit;
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// Remote teammates' melee cleave arcs (deferred-items pass, co-op): one pooled slash renderer per remote
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// player, edge-detected from the replicated MeleeCombo.SwingStartTick (the local player keeps _slashMr).
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class RemoteSlash
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{
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public GameObject Go; public Mesh Mesh; public MeshRenderer Mr; public Material Mat;
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public float Age, Life, Range, Half; public int SweepSign; public Color Tint;
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public bool Active; public uint LastSwingTick; public bool Init;
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}
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readonly Dictionary<Entity, RemoteSlash> _remoteSlashes = new();
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readonly HashSet<Entity> _remoteSeen = new();
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readonly List<Entity> _remoteStale = 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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AudioClip _meleeConnectClip, _footstepClip; // combat feel pass: connect thunk / footstep
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Vector3 _lastFootPos; float _footTimer; bool _footInit; // footstep edge-detect (local player locomotion)
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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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_meleeConnectClip = MakeClip("melee_thunk", 180f, 60f, 0.13f, 0.55f, noise: true); // meaty low connect
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_footstepClip = MakeClip("step", 200f, 110f, 0.06f, 0.18f, noise: true); // soft footfall
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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(_fxRoot, "HitSparks", mat, new Color(3f, 2.2f, 0.6f), 0.13f, 7f, 0.32f, 256);
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_deathFx = MakeBurst(_fxRoot, "DeathBurst", mat, new Color(3.2f, 0.7f, 0.25f), 0.22f, 9f, 0.55f, 512);
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_muzzleFx = MakeBurst(_fxRoot, "Muzzle", mat, new Color(0.6f, 2.4f, 3.2f), 0.12f, 5f, 0.20f, 128);
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_dashFx = MakeBurst(_fxRoot, "DashWhoosh", mat, new Color(0.7f, 2.6f, 3.0f), 0.16f, 4f, 0.30f, 256);
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_swingFx = MakeBurst(_fxRoot, "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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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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foreach (var kv in _remoteSlashes)
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{
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if (kv.Value.Mesh != null) Object.Destroy(kv.Value.Mesh);
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if (kv.Value.Mat != null) Object.Destroy(kv.Value.Mat);
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if (kv.Value.Go != null) Object.Destroy(kv.Value.Go);
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}
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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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// 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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}
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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 (isLocalPlayer && (prev.Hp - cur) >= 20f) TryHold(); // C4: crunch on a heavy incoming hit (e.g. a boss slam)
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if (isLocalPlayer && FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
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RumbleUtil.Pulse(FeelConfig.RumbleHit * 0.8f, FeelConfig.RumbleHit, FeelConfig.RumbleDurationSec);
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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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// Hit-flash: a bright body-scaled puff in FeelConfig.HitFlashColor — the staple "I lit it up" read.
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EmitColored(_hitFx, (Vector3)p + Vector3.up * 0.7f, FeelConfig.HitFlashBurstCount, FeelConfig.HitFlashColor);
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if (FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
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RumbleUtil.Pulse(FeelConfig.RumbleHit * 0.6f, FeelConfig.RumbleHit, FeelConfig.RumbleDurationSec);
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// B3: the kill CRUNCH fires at the 0-CROSSING (the moment of death) — the corpse now
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// lingers ~0.9 s playing its death anim, so the old prune-edge timing would land the
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// whole package a second late. The prune keeps only a small despawn puff.
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if (cur <= 0f && prev.Hp > 0f)
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{
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Burst(_deathFx, cfg != null ? cfg.EnemyDeath : null, (Vector3)p + Vector3.up * 0.5f, Mathf.Max(1, Mathf.RoundToInt(FeelConfig.DeathBurstCount * FeelConfig.KillBurstScale)));
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PlayClip(_deathClip, (Vector3)p, FeelConfig.KillSfxVolume);
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PrototypeCameraRig.AddShake(FeelConfig.KillShake);
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PrototypeCameraRig.PunchFov(FeelConfig.KillFovKick, FeelConfig.HitStopDurationMs);
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TryHold(); // C4: kill crunch (throttled)
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EmitColored(_hitFx, (Vector3)p + Vector3.up * 0.6f, FeelConfig.KillFlashBurstCount, FeelConfig.HitFlashColor);
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if (FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
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RumbleUtil.Pulse(FeelConfig.RumbleKill * 0.7f, FeelConfig.RumbleKill, FeelConfig.RumbleDurationSec);
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}
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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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else if (isEnemy && _scanPrimed && cur >= health.ValueRO.Max - 0.001f)
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{
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// Phase 1 spawn-emerge cue: FIRST sighting of a fresh (full-HP) enemy ghost = its spawn
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// (rooms drip-spawn AFTER the player lands, so the add-edge IS the spawn moment). The primed
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// guard skips the initial-connect flood; a relevancy re-entry of an undamaged enemy may
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// rarely re-cue - accepted juice noise, never gameplay.
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Burst(_hitFx, cfg != null ? cfg.EnemySpawn : null, (Vector3)p + Vector3.up * 0.15f, 8);
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PlayClip(_telegraphClip, (Vector3)p, 0.25f);
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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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_scanPrimed = true; // Phase 1: everything cached after the first scan; later add-edges are true spawns
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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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if (c.Hp > 0f)
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{
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// Vanished while ALIVE (siege wipe / timeout cull / relevancy) — keep the legacy full read.
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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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TryHold(); // C4: kill crunch (throttled)
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EmitColored(_hitFx, (Vector3)c.Pos + Vector3.up * 0.6f, FeelConfig.KillFlashBurstCount, FeelConfig.HitFlashColor); // kill pop
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if (FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
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RumbleUtil.Pulse(FeelConfig.RumbleKill * 0.7f, FeelConfig.RumbleKill, FeelConfig.RumbleDurationSec);
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}
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else
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{
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// B3: corpse despawn after the death window — the kill crunch already fired at the
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// 0-crossing; the corpse just dissolves.
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Burst(_deathFx, cfg != null ? cfg.EnemyDeath : null, (Vector3)c.Pos + Vector3.up * 0.3f, Mathf.Max(1, FeelConfig.DeathBurstCount / 2));
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}
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}
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_cache.Remove(_stale[i]);
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}
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}
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// C3: a CONE ability (the Warrior cleave) gets the dedicated cone-arc cue below, NOT the projectile muzzle
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// flash + zap (those read as a ranged shot). Detect the local ability archetype once and gate the muzzle.
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bool localIsCone = false;
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if (_localPlayer != Entity.Null && EntityManager.HasComponent<AbilityRef>(_localPlayer)
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&& SystemAPI.TryGetSingleton<AbilityDatabase>(out var muzDb) && muzDb.Value.IsCreated)
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{
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ref var muzAdb = ref muzDb.Value.Value;
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if (muzAdb.TryGetAbility(EntityManager.GetComponentData<AbilityRef>(_localPlayer).Id, out var muzDef)
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&& muzDef.Archetype == (byte)AbilityArchetype.Cone)
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localIsCone = true;
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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 && !localIsCone)
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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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|
}
|
|
|
|
// Local-player dash feedback (MC-1): DashCooldown.NextTick advances exactly once per dash
|
|
// (replicated [GhostField], predicted both sides; raw uint edge like the muzzle flash — cosmetic
|
|
// only). Whoosh + afterimage burst + camera punch on start, shimmer trail while i-frames last.
|
|
if (_localPlayer != Entity.Null && EntityManager.HasComponent<DashCooldown>(_localPlayer))
|
|
{
|
|
uint nextDash = EntityManager.GetComponentData<DashCooldown>(_localPlayer).NextTick;
|
|
if (_dashTickInit && nextDash != 0 && nextDash != _lastLocalDashTick)
|
|
{
|
|
EmitAt(_dashFx, (Vector3)localPos + Vector3.up * 0.6f, FeelConfig.DashBurstCount);
|
|
PlayClip(_dashClip, (Vector3)localPos, FeelConfig.DashSfxVolume);
|
|
PrototypeCameraRig.AddShake(FeelConfig.DashShake);
|
|
PrototypeCameraRig.PunchFov(FeelConfig.DashFovKick, FeelConfig.HitStopDurationMs);
|
|
}
|
|
_lastLocalDashTick = nextDash;
|
|
_dashTickInit = true;
|
|
|
|
if (localIFrameActive) // i-frame shimmer trail while the local window is active
|
|
EmitAt(_dashFx, (Vector3)localPos + Vector3.up * 0.7f, FeelConfig.DashShimmerPerFrame);
|
|
}
|
|
|
|
// Local-player melee swing feedback (MC-4): MeleeCombo.SwingStartTick advances once per swing (owner-predicted
|
|
// [GhostField]; raw uint edge like the muzzle/dash, cosmetic only). Whoosh + arc burst + a small camera
|
|
// nudge ahead of the player; the burst scales with the combo step so the finisher visibly pops.
|
|
if (_localPlayer != Entity.Null && EntityManager.HasComponent<MeleeCombo>(_localPlayer))
|
|
{
|
|
var mc = EntityManager.GetComponentData<MeleeCombo>(_localPlayer);
|
|
if (_swingTickInit && mc.SwingStartTick != 0 && mc.SwingStartTick != _lastLocalSwingTick)
|
|
{
|
|
int step = math.max(1, (int)mc.Step);
|
|
Vector3 face = Vector3.forward;
|
|
if (EntityManager.HasComponent<PlayerFacing>(_localPlayer))
|
|
{
|
|
var d = EntityManager.GetComponentData<PlayerFacing>(_localPlayer).Direction;
|
|
if (math.lengthsq(d) > 1e-6f) face = new Vector3(d.x, 0f, d.y).normalized;
|
|
}
|
|
EmitAt(_swingFx, (Vector3)localPos + Vector3.up * 0.9f + face * 0.8f, 6 + (step - 1) * 5);
|
|
PlayClip(_swingClip, (Vector3)localPos, 0.45f);
|
|
PrototypeCameraRig.AddShake(0.04f * step);
|
|
int comboLen = SystemAPI.TryGetSingleton<TuningConfig>(out var tcfg) ? (int)math.clamp((int)tcfg.MeleeComboLength, 1, 3) : 3;
|
|
bool finisher = step >= comboLen;
|
|
float slashRange = tcfg.MeleeRange > 0f ? tcfg.MeleeRange : 2.6f;
|
|
float slashHalf = tcfg.MeleeConeHalfAngleRad > 0f ? tcfg.MeleeConeHalfAngleRad : 0.9f;
|
|
// Slice-2 deferred reach fix: the SERVER folds per-player StatModifiers into melee range
|
|
// (class seed +0.8, boons, meta tiers) — the arc must sweep the REAL reach, not the base.
|
|
if (EntityManager.HasBuffer<StatModifier>(_localPlayer))
|
|
slashRange = math.max(0f, StatMath.Apply(slashRange, StatTarget.MeleeRange,
|
|
EntityManager.GetBuffer<StatModifier>(_localPlayer, true)));
|
|
if (finisher) slashRange *= tcfg.MeleeFinisherMult > 0f ? tcfg.MeleeFinisherMult : 1.8f;
|
|
// MC-4 connect-vs-whiff: client-side cone overlap over the cached enemy snapshot gives an IMMEDIATE
|
|
// "you bit" read (the authoritative server damage spark/number arrives a few ticks later).
|
|
bool connected = false; Vector3 nearestHit = (Vector3)localPos; float ndist = float.MaxValue;
|
|
float cosHalf = Mathf.Cos(slashHalf);
|
|
float2 fdir = new float2(face.x, face.z);
|
|
foreach (var kv in _cache)
|
|
{
|
|
if (!kv.Value.IsEnemy) continue;
|
|
if (MeleeConeMath.InCone(localPos, fdir, slashRange, cosHalf, kv.Value.Pos))
|
|
{
|
|
float d2 = math.distancesq(localPos, kv.Value.Pos);
|
|
if (d2 < ndist) { ndist = d2; nearestHit = (Vector3)kv.Value.Pos; connected = true; }
|
|
}
|
|
}
|
|
TriggerSlash((Vector3)localPos, new float2(face.x, face.z), slashRange, slashHalf, step, comboLen, connected); // sweeps + ramps + brightens on connect
|
|
if (connected)
|
|
{
|
|
Burst(_hitFx, cfg != null ? cfg.Hit : null, nearestHit + Vector3.up * 0.7f, FeelConfig.HitBurstCount);
|
|
PlayClip(_meleeConnectClip, nearestHit, FeelConfig.MeleeConnectVolume);
|
|
PrototypeCameraRig.PunchFov(FeelConfig.MeleeConnectFovKick, FeelConfig.HitStopDurationMs);
|
|
if (FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
|
|
RumbleUtil.Pulse(FeelConfig.RumbleHit * 0.6f, FeelConfig.RumbleHit, FeelConfig.RumbleDurationSec);
|
|
}
|
|
if (finisher)
|
|
{
|
|
PrototypeCameraRig.PunchFov(FeelConfig.DashFovKick * 0.6f, FeelConfig.HitStopDurationMs);
|
|
TryHold(); // C4: a beat of crunch on the combo finisher (the deliberate payoff hit)
|
|
}
|
|
}
|
|
_lastLocalSwingTick = mc.SwingStartTick;
|
|
_swingTickInit = true;
|
|
}
|
|
|
|
// Slice-2 deferred: the Warrior CONE ability had no client VFX (server-only cleave). Edge-detect the
|
|
// PREDICTED AbilityCooldown (raw uint, like the dash) and reuse the slash-arc sweep with the ability's
|
|
// own effective geometry — an aimed cone IS an arc.
|
|
if (_localPlayer != Entity.Null
|
|
&& EntityManager.HasComponent<AbilityCooldown>(_localPlayer)
|
|
&& EntityManager.HasComponent<AbilityRef>(_localPlayer)
|
|
&& EntityManager.HasComponent<EffectiveAbilityStats>(_localPlayer))
|
|
{
|
|
uint nextFire = EntityManager.GetComponentData<AbilityCooldown>(_localPlayer).NextFireTick;
|
|
if (_coneTickInit && nextFire != 0 && nextFire != _lastConeFireTick
|
|
&& SystemAPI.TryGetSingleton<AbilityDatabase>(out var coneDb) && coneDb.Value.IsCreated)
|
|
{
|
|
ref var coneAdb = ref coneDb.Value.Value;
|
|
if (coneAdb.TryGetAbility(EntityManager.GetComponentData<AbilityRef>(_localPlayer).Id, out var coneDef)
|
|
&& coneDef.Archetype == (byte)AbilityArchetype.Cone)
|
|
{
|
|
var ceff = EntityManager.GetComponentData<EffectiveAbilityStats>(_localPlayer);
|
|
Vector3 cface = Vector3.forward;
|
|
if (EntityManager.HasComponent<PlayerFacing>(_localPlayer))
|
|
{
|
|
var cfd = EntityManager.GetComponentData<PlayerFacing>(_localPlayer).Direction;
|
|
if (math.lengthsq(cfd) > 1e-6f) cface = new Vector3(cfd.x, 0f, cfd.y).normalized;
|
|
}
|
|
float coneRange = Mathf.Max(0.1f, ceff.Range);
|
|
float coneHalf = Mathf.Clamp(ceff.AutoTargetConeRadians, 0.01f, 3.14159f);
|
|
// C3: client cone-overlap over the cached enemy snapshot -> an immediate "you hit" read + thunk
|
|
// (the server-only cone damage arrives a few ticks later), mirroring the melee connect path.
|
|
bool coneConnected = false; Vector3 coneHit = (Vector3)localPos; float cnd = float.MaxValue;
|
|
float coneCos = Mathf.Cos(coneHalf);
|
|
float2 cfdir = new float2(cface.x, cface.z);
|
|
foreach (var kv in _cache)
|
|
{
|
|
if (!kv.Value.IsEnemy) continue;
|
|
if (MeleeConeMath.InCone(localPos, cfdir, coneRange, coneCos, kv.Value.Pos))
|
|
{
|
|
float cd2 = math.distancesq(localPos, kv.Value.Pos);
|
|
if (cd2 < cnd) { cnd = cd2; coneHit = (Vector3)kv.Value.Pos; coneConnected = true; }
|
|
}
|
|
}
|
|
TriggerSlash((Vector3)localPos, new float2(cface.x, cface.z), coneRange, coneHalf, 1, 1, coneConnected);
|
|
PlayClip(_swingClip, (Vector3)localPos, 0.5f);
|
|
PrototypeCameraRig.AddShake(0.06f);
|
|
if (coneConnected)
|
|
{
|
|
Burst(_hitFx, cfg != null ? cfg.Hit : null, coneHit + Vector3.up * 0.7f, FeelConfig.HitBurstCount);
|
|
PlayClip(_meleeConnectClip, coneHit, FeelConfig.MeleeConnectVolume);
|
|
PrototypeCameraRig.PunchFov(FeelConfig.MeleeConnectFovKick, FeelConfig.HitStopDurationMs);
|
|
}
|
|
}
|
|
}
|
|
_lastConeFireTick = nextFire;
|
|
_coneTickInit = true;
|
|
}
|
|
|
|
// Footsteps (combat feel): edge-detect local locomotion from the position delta; a soft step at a cadence.
|
|
if (_localPlayer != Entity.Null)
|
|
{
|
|
Vector3 lp = (Vector3)localPos;
|
|
if (_footInit)
|
|
{
|
|
float sp = dt > 1e-4f ? new Vector2(lp.x - _lastFootPos.x, lp.z - _lastFootPos.z).magnitude / dt : 0f;
|
|
_footTimer -= dt;
|
|
if (sp >= FeelConfig.FootstepMinSpeed && _footTimer <= 0f)
|
|
{
|
|
PlayClip(_footstepClip, lp, FeelConfig.FootstepVolume);
|
|
_footTimer = FeelConfig.FootstepIntervalSec;
|
|
}
|
|
}
|
|
_lastFootPos = lp; _footInit = true;
|
|
}
|
|
RumbleUtil.Tick(); // auto-stop any elapsed gamepad rumble pulse
|
|
UpdateProjectileTrails(cfg);
|
|
PruneVfx();
|
|
AnimateNumbers(dt, cam);
|
|
UpdateSlash(dt);
|
|
|
|
UpdateRemoteSwings(dt);
|
|
}
|
|
|
|
// ---- Authored VFX (GabrielAguiar prefabs via VFXConfig); fall back to the procedural burst ----
|
|
|
|
static GameObject PlayerDeathPrefab(VFXConfig cfg)
|
|
{
|
|
if (cfg == null) return null;
|
|
return cfg.PlayerDeath != null ? cfg.PlayerDeath : cfg.EnemyDeath;
|
|
}
|
|
|
|
// Emit a colored particle burst at a position (per-emit startColor) — used for the enemy hit-flash + kill pop
|
|
// without a dedicated particle system (the unused FeelConfig.HitFlashColor finally lights enemies on a hit).
|
|
void EmitColored(ParticleSystem ps, Vector3 pos, int count, Color color)
|
|
{
|
|
if (ps == null || count <= 0) return;
|
|
var ep = new ParticleSystem.EmitParams { position = pos, startColor = color };
|
|
ps.Emit(ep, count);
|
|
// Phase 1.5 lighting: every colored burst also throws a short point-light flash (dark-ambient look).
|
|
DynamicLightSystem.RequestFlash(pos, color, Mathf.Clamp(count / 18f, 0.4f, 1.4f));
|
|
}
|
|
|
|
void Burst(ParticleSystem fallback, GameObject prefab, Vector3 pos, int count)
|
|
{
|
|
if (prefab != null) SpawnVfx(prefab, pos, Quaternion.identity);
|
|
else EmitAt(fallback, pos, count);
|
|
}
|
|
|
|
void SpawnVfx(GameObject prefab, Vector3 pos, Quaternion rot)
|
|
{
|
|
if (prefab == null || _fxRoot == null) return;
|
|
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) });
|
|
// Phase 1.5 lighting: authored VFX impacts flash too (a==0 -> config default colour).
|
|
DynamicLightSystem.RequestFlash(pos, new Color(0f, 0f, 0f, 0f), 1f);
|
|
}
|
|
|
|
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;
|
|
float mag = Mathf.Clamp01(amount / Mathf.Max(1f, FeelConfig.HitStopRefDamage)); // big hits read bigger
|
|
fn.Life = Mathf.Lerp(0.6f, 0.95f, mag);
|
|
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.localScale = Vector3.one * Mathf.Lerp(0.85f, 1.5f, mag);
|
|
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) ----
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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.
|
|
// `reveal` (0..1) sweeps the arc open from one edge (sweepSign) toward the other so the cleave reads directional.
|
|
void BuildSlashInto(Mesh mesh, float range, float halfAngle, float reveal, int sweepSign)
|
|
{
|
|
const int seg = 16;
|
|
float r1 = Mathf.Max(0.4f, range);
|
|
float r0 = r1 * 0.45f;
|
|
float aStart = sweepSign >= 0 ? -halfAngle : halfAngle; // trailing edge
|
|
float aFull = sweepSign >= 0 ? halfAngle : -halfAngle; // far edge
|
|
float aEnd = Mathf.Lerp(aStart, aFull, Mathf.Clamp01(reveal)); // current leading edge of the sweep
|
|
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(aStart, aEnd, 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 lead = i / (float)seg; // 0 trailing -> 1 leading edge (brightest at the travelling blade)
|
|
cols[i * 2] = new Color(1f, 1f, 1f, 0.55f * (0.2f + 0.8f * lead)); // inner, brightest at the leading edge
|
|
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;
|
|
}
|
|
mesh.Clear();
|
|
mesh.vertices = verts;
|
|
mesh.colors = cols;
|
|
mesh.uv = uvs;
|
|
mesh.triangles = tris;
|
|
mesh.RecalculateBounds();
|
|
}
|
|
|
|
// Trigger a cone-shaped slash matching the LIVE melee range + half-angle, oriented along facing. The arc IS
|
|
// the range telegraph (MC-4 clarity) AND now SWEEPS across + ramps per combo step so the swing reads as a
|
|
// directional, escalating cleave rather than a static flash.
|
|
// C4: fire a brief presentation-only hit-stop hold, throttled (never Time.timeScale; the sim keeps ticking).
|
|
void TryHold()
|
|
{
|
|
if (!FeelConfig.HitStopFreezeEnabled) return;
|
|
double now = SystemAPI.Time.ElapsedTime;
|
|
if (now - _lastHoldTime < 0.22) return;
|
|
_lastHoldTime = now;
|
|
PrototypeCameraRig.Hold(FeelConfig.HitStopMaxFrames);
|
|
}
|
|
|
|
|
|
void TriggerSlash(Vector3 pos, float2 facing, float range, float halfAngle, int step, int comboLen, bool connected)
|
|
{
|
|
if (_slashMr == null || _slashMat == null) return;
|
|
bool finisher = step >= comboLen;
|
|
_slashRange = range; _slashHalf = halfAngle;
|
|
_slashSweepSign = (step % 2 == 0) ? -1 : 1; // alternate L->R / R->L per swing -> reads as alternating strikes
|
|
BuildSlashInto(_slashMesh, range, halfAngle, 0f, _slashSweepSign); // start closed; UpdateSlash sweeps it open
|
|
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;
|
|
// Per-step ramp so the chain visibly builds to the finisher (the steps were byte-identical before).
|
|
float t = comboLen > 1 ? math.saturate((step - 1) / (float)(comboLen - 1)) : 1f;
|
|
_slashTint = finisher
|
|
? new Color(3.4f, 2.4f, 0.7f) // finisher: warm HDR flash
|
|
: Color.Lerp(new Color(1.2f, 1.9f, 2.6f), new Color(1.9f, 2.8f, 3.4f), t); // cool, brighter per step
|
|
if (connected) _slashTint *= 1.6f; // brighter arc on a confirmed bite (the immediate "you hit" read)
|
|
_slashLife = finisher ? 0.28f : Mathf.Lerp(0.15f, 0.20f, t);
|
|
_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; }
|
|
// MC-4 clarity: SWEEP the crescent open across the arc over the first ~60% of life (reads as a blade
|
|
// travelling through the cleave), then hold + fade — instead of popping the whole cone at once.
|
|
float reveal = Mathf.Clamp01(u / 0.6f);
|
|
BuildSlashInto(_slashMesh, _slashRange, _slashHalf, reveal, _slashSweepSign);
|
|
var c = _slashTint; c.a = u < 0.6f ? 1f : 1f - (u - 0.6f) / 0.4f; _slashMat.color = c;
|
|
_slashMr.transform.localScale = Vector3.one * (1f + u * 0.10f);
|
|
}
|
|
|
|
// Remote teammates' melee cleave arcs (deferred-items pass, co-op readability): the local player's swing
|
|
// renders via _slashMr; here each REMOTE player (interpolated, GhostOwnerIsLocal DISABLED) gets a pooled
|
|
// slash arc edge-detected from its replicated MeleeCombo.SwingStartTick + PlayerFacing. Observe-only client
|
|
// presentation; no sim, no new [GhostField]. Anchored to the moving teammate while it sweeps open + fades.
|
|
void UpdateRemoteSwings(float dt)
|
|
{
|
|
if (!FeelConfig.RemoteSwingEnabled || _fxRoot == null) return;
|
|
int comboLen = SystemAPI.TryGetSingleton<TuningConfig>(out var tcfg) ? (int)math.clamp((int)tcfg.MeleeComboLength, 1, 3) : 3;
|
|
float baseRange = tcfg.MeleeRange > 0f ? tcfg.MeleeRange : 2.6f;
|
|
float baseHalf = tcfg.MeleeConeHalfAngleRad > 0f ? tcfg.MeleeConeHalfAngleRad : 0.9f;
|
|
float finisherMult = tcfg.MeleeFinisherMult > 0f ? tcfg.MeleeFinisherMult : 1.8f;
|
|
|
|
_remoteSeen.Clear();
|
|
foreach (var (xf, facing, mc, entity) in
|
|
SystemAPI.Query<RefRO<LocalTransform>, RefRO<PlayerFacing>, RefRO<MeleeCombo>>()
|
|
.WithAll<PlayerTag>().WithDisabled<GhostOwnerIsLocal>().WithEntityAccess())
|
|
{
|
|
_remoteSeen.Add(entity);
|
|
if (!_remoteSlashes.TryGetValue(entity, out var rs)) { rs = CreateRemoteSlash(); _remoteSlashes[entity] = rs; }
|
|
|
|
uint swing = mc.ValueRO.SwingStartTick;
|
|
if (rs.Init && swing != 0 && swing != rs.LastSwingTick)
|
|
{
|
|
int step = math.max(1, (int)mc.ValueRO.Step);
|
|
bool finisher = step >= comboLen;
|
|
float rRange = baseRange; // same reach fix for teammates' arcs (their buffer is OwnerSendType.All)
|
|
if (EntityManager.HasBuffer<StatModifier>(entity))
|
|
rRange = math.max(0f, StatMath.Apply(baseRange, StatTarget.MeleeRange,
|
|
EntityManager.GetBuffer<StatModifier>(entity, true)));
|
|
rs.Range = finisher ? rRange * finisherMult : rRange;
|
|
rs.Half = baseHalf;
|
|
rs.SweepSign = (step % 2 == 0) ? -1 : 1;
|
|
rs.Tint = FeelConfig.RemoteSlashColor * (finisher ? 1.5f : 1f);
|
|
rs.Life = finisher ? 0.26f : 0.18f;
|
|
rs.Age = 0f;
|
|
rs.Active = true;
|
|
BuildSlashInto(rs.Mesh, rs.Range, rs.Half, 0f, rs.SweepSign);
|
|
rs.Mat.color = rs.Tint;
|
|
rs.Mr.enabled = true;
|
|
}
|
|
rs.LastSwingTick = swing;
|
|
rs.Init = true;
|
|
|
|
if (rs.Active)
|
|
{
|
|
rs.Age += dt;
|
|
float u = rs.Age / Mathf.Max(1e-4f, rs.Life);
|
|
if (u >= 1f) { rs.Active = false; rs.Mr.enabled = false; }
|
|
else
|
|
{
|
|
float2 fdir = facing.ValueRO.Direction;
|
|
Vector3 f = math.lengthsq(fdir) > 1e-6f ? new Vector3(fdir.x, 0f, fdir.y).normalized : Vector3.forward;
|
|
var tr = rs.Mr.transform;
|
|
tr.position = (Vector3)xf.ValueRO.Position + Vector3.up * 0.12f;
|
|
tr.rotation = Quaternion.LookRotation(f, Vector3.up);
|
|
float reveal = Mathf.Clamp01(u / 0.6f);
|
|
BuildSlashInto(rs.Mesh, rs.Range, rs.Half, reveal, rs.SweepSign);
|
|
var c = rs.Tint; c.a = u < 0.6f ? 1f : 1f - (u - 0.6f) / 0.4f; rs.Mat.color = c;
|
|
tr.localScale = Vector3.one * (1f + u * 0.10f);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_remoteSlashes.Count != _remoteSeen.Count)
|
|
{
|
|
_remoteStale.Clear();
|
|
foreach (var kv in _remoteSlashes) if (!_remoteSeen.Contains(kv.Key)) _remoteStale.Add(kv.Key);
|
|
for (int i = 0; i < _remoteStale.Count; i++)
|
|
{
|
|
var rs = _remoteSlashes[_remoteStale[i]];
|
|
if (rs.Mesh != null) Object.Destroy(rs.Mesh);
|
|
if (rs.Mat != null) Object.Destroy(rs.Mat);
|
|
if (rs.Go != null) Object.Destroy(rs.Go);
|
|
_remoteSlashes.Remove(_remoteStale[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
RemoteSlash CreateRemoteSlash()
|
|
{
|
|
var go = new GameObject("RemoteSlashArc");
|
|
go.transform.SetParent(_fxRoot, false);
|
|
var mesh = new Mesh { name = "RemoteSlashArc" };
|
|
go.AddComponent<MeshFilter>().sharedMesh = mesh;
|
|
var mr = go.AddComponent<MeshRenderer>();
|
|
var mat = MakeParticleMaterial();
|
|
mat.name = "RemoteSlashArc";
|
|
mr.sharedMaterial = mat;
|
|
mr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
|
|
mr.receiveShadows = false;
|
|
mr.enabled = false;
|
|
return new RemoteSlash { Go = go, Mesh = mesh, Mr = mr, Mat = mat, Active = false, Init = false };
|
|
}
|
|
|
|
}
|
|
}
|