Files
Project-M/Assets/_Project/Scripts/Client/Presentation/PlayerAnimationDriveSystem.cs
T
kronic 951b7ec273 Animate the player: Rukhanka skeletal locomotion (client-derived)
Replace the capsule with a rigged Synty SciFiSpace soldier driven by Rukhanka 2.9 (netcode replication off; animation derived client-side from replicated state). Adds a slim top-down AnimatorController (idle / 2D-strafe locomotion / death) from Synty clips; client-only PlayerAnimationDriveSystem (local CC-velocity + remote position-delta paths); AnimParamMath (+10 EditMode tests); ServerStripAnimationSystem (disables Rukhanka on the server, zero server-side animation). Client.asmdef gains Rukhanka.Runtime/CharacterController/Physics. EditMode 204/204; Play-validated. See DR-022.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 18:18:11 -07:00

161 lines
8.0 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.NetCode; // GhostOwnerIsLocal
using Unity.Transforms; // LocalTransform
using Unity.CharacterController; // KinematicCharacterBody
namespace ProjectM.Client
{
/// <summary>
/// Client-only animation driver. OBSERVES authoritative/replicated state and writes Rukhanka animator
/// blend params; never mutates the sim (presentation-only). Runs once/frame in the client/local world,
/// BEFORE Rukhanka evaluates the controller this frame (same-frame, no 1-tick lag). NOTE: this lands in
/// SimulationSystemGroup (via UpdateBefore the Rukhanka group, which itself has no UpdateInGroup), a
/// deliberate, documented exception to the project's "all juice = PresentationSystemGroup" rule -- the
/// params MUST be set before Rukhanka's same-frame controller eval (see DR-022).
///
/// Two paths:
/// LOCAL (owner-predicted, GhostOwnerIsLocal ENABLED): realized CC RelativeVelocity (wall-aware).
/// REMOTE (interpolated, GhostOwnerIsLocal DISABLED): KinematicCharacterBody is NOT a [GhostField] and
/// the CC processor is owner-only, so RelativeVelocity stays baked-zero on remotes -> derive
/// planar velocity from replicated LocalTransform.Position deltas. PlayerFacing.Direction is a
/// [GhostField] (valid on remotes); EffectiveCharacterStats.MoveSpeed is derived locally each
/// tick by StatRecomputeSystem (present on remotes). Cache prevPos per Entity, prune each frame.
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation | WorldSystemFilterFlags.ClientSimulation)]
[UpdateBefore(typeof(RukhankaAnimationSystemGroup))]
[RequireMatchingQueriesForUpdate]
public partial class PlayerAnimationDriveSystem : SystemBase
{
// Perfect-hash keys, built once (managed string ctor). Names MUST match AC_PlayerTopDown.controller
// parameter names exactly. Immutable readonly hashes -> domain-reload safe.
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_IsDead = new FastAnimatorParameter("IsDead");
// Remote prevPos cache (per ghost Entity). Pruned every frame (a vanished remote = a despawn).
NativeParallelHashMap<Entity, float3> _prevPos;
protected override void OnCreate()
{
_prevPos = new NativeParallelHashMap<Entity, float3>(16, 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;
// --- LOCAL owner (CC velocity) ---
var localJob = new LocalDriveJob
{
moveX = k_MoveX, moveZ = k_MoveZ, speed = k_Speed, isDead = k_IsDead,
};
Dependency = localJob.ScheduleParallel(Dependency);
// --- REMOTE players (position-delta). Single-threaded write to the shared prevPos cache. ---
var seen = new NativeParallelHashSet<Entity>(16, Allocator.TempJob);
var remoteJob = new RemoteDriveJob
{
moveX = k_MoveX, moveZ = k_MoveZ, speed = k_Speed, isDead = k_IsDead,
dt = dt,
prevPos = _prevPos,
seen = seen,
};
Dependency = remoteJob.Schedule(Dependency); // .Schedule (not parallel): mutates _prevPos
// Prune stale entries (despawned remotes) 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]);
}
// LOCAL: GhostOwnerIsLocal ENABLED -> exactly the owned player. WithPresent<Dead> so alive
// (Dead-disabled) players are visited. NOTE: GhostOwnerIsLocal as a WithAll filter respects the
// enable bit; do NOT take it as an `in` parameter (that matches on presence -> drives remotes too).
[BurstCompile]
[WithAll(typeof(GhostOwnerIsLocal))]
[WithPresent(typeof(Dead))]
partial struct LocalDriveJob : IJobEntity
{
public FastAnimatorParameter moveX, moveZ, speed, isDead;
void Execute(
AnimatorControllerParameterIndexTableComponent indexTable,
DynamicBuffer<AnimatorControllerParameterComponent> parametersArr,
in PlayerFacing facing,
in EffectiveCharacterStats stats,
in KinematicCharacterBody body,
EnabledRefRO<Dead> dead)
{
var a = new AnimatorParametersAspect(parametersArr, indexTable);
float3 p = AnimParamMath.LocomotionParams(body.RelativeVelocity, facing.Direction, stats.MoveSpeed);
Write(ref a, p, dead.ValueRO, moveX, moveZ, speed, isDead);
}
}
// REMOTE: GhostOwnerIsLocal DISABLED -> interpolated teammates. Velocity from LocalTransform.Position
// delta (KinematicCharacterBody.RelativeVelocity is baked-zero on remotes, non-GhostField, owner-only).
[BurstCompile]
[WithDisabled(typeof(GhostOwnerIsLocal))]
[WithPresent(typeof(Dead))]
partial struct RemoteDriveJob : IJobEntity
{
public FastAnimatorParameter moveX, moveZ, speed, isDead;
public float dt;
public NativeParallelHashMap<Entity, float3> prevPos;
public NativeParallelHashSet<Entity> seen;
void Execute(
Entity e,
AnimatorControllerParameterIndexTableComponent indexTable,
DynamicBuffer<AnimatorControllerParameterComponent> parametersArr,
in LocalTransform xform,
in PlayerFacing facing,
in EffectiveCharacterStats stats,
EnabledRefRO<Dead> dead)
{
seen.Add(e);
float3 cur = xform.Position;
float3 vel = float3.zero;
if (prevPos.TryGetValue(e, out var prev))
vel = (cur - prev) / dt;
prevPos[e] = cur;
var a = new AnimatorParametersAspect(parametersArr, indexTable);
float3 p = AnimParamMath.LocomotionParams(vel, facing.Direction, stats.MoveSpeed);
Write(ref a, p, dead.ValueRO, moveX, moveZ, speed, isDead);
}
}
// ParameterValue has implicit float/bool operators -> SetParameterValue(key, float) / (key, bool) compile.
static void Write(ref AnimatorParametersAspect a, float3 p, bool isDeadVal,
FastAnimatorParameter moveX, FastAnimatorParameter moveZ,
FastAnimatorParameter speed, FastAnimatorParameter isDead)
{
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(isDead)) a.SetParameterValue(isDead, isDeadVal);
}
}
}