7571091394
- SoD facing: PlayerFacing = body-yaw only (move-facing / cast-turn / idle-hold); every fire direction re-sourced to FacingMath.ResolveAim (pre-code review blocking catch); TickWindowMath shared windows with Movement-skip; reticle/FX coupled to the damage direction; cursor-dash kept. - Underwater feel: sharpness 15->6, turn 720->360, MoveSpeed 6->4.2; TuningKnob 26-28 (0 = no-override sentinels, dev-protocol bump on DebugTuningReport); stride footsteps + silt + cadence floor; bubbles; underwater ambience bed + distant groans; camera drag + dev scroll zoom. - Bathynaut kit in-engine: dome/tank/shoulder-lamp + bare head grafted (GraftSmr rigid rebase, RecalculateTangents); EmissiveGloamSkinned shader (Rukhanka deformation); shoulder lamp CASTS (warm steady spot on body yaw). - Gait: two-ring walk/run FreeformDirectional tree (walk @0.35, run @1.0) + blended-natural StrideScale; additive Posture(Bank) + Lead(chest-lead) layers; idle = AnimationIdles Base; banking driven from facing turn rate; flat terrain (Env_SeabedKit seabed squashed - CC is planar). - New packs: Synty AnimationIdles + AnimationSwordCombat (combat pass queued) + SyntyPropBoneTool; four authored clips (sway/trudge/banks/lean) + Anim_Player_Underwater.blend + suit-kit FBX. - Validation: 411/411 EditMode green; Play smokes (server==client facing, Aim-true projectile, bank/stride live-sampled, lamp beam verified); pre-code + post-impl adversarial reviews applied. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
55 lines
2.7 KiB
C#
55 lines
2.7 KiB
C#
using System;
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using Unity.CharacterController;
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using Unity.Entities;
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using Unity.Mathematics;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Tunables for the top-down kinematic character (M5b: Unity Character Controller package). Twin-stick /
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/// planar: NO jump, NO air control, NO gravity, NO view pitch. The per-tick target speed comes from the
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/// data-driven <see cref="EffectiveCharacterStats.MoveSpeed"/> via <see cref="PlayerControlSystem"/>; this
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/// component only carries the smoothing sharpness + step/slope handling the CC processor needs. Authored
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/// on the player prefab by <c>PlayerCharacterAuthoring</c>. Not a ghost — movement replicates through the
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/// owner-predicted LocalTransform (re-simulated on the owner, interpolated on remotes).
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/// </summary>
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[Serializable]
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public struct CharacterComponent : IComponentData
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{
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/// <summary>The CC's default grounded-movement smoothing sharpness — the single source for GetDefault, the
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/// authoring default, DashSystem's base, and the death-state reset. 07-15 underwater feel: 15 → 6 (slow
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/// build-up + glidey stop — the seabed drag read); Player.prefab's serialized value must match (serialized
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/// wins over this initializer at bake). Dev-override: TuningKnob.MoveSharpness (0 = this const).</summary>
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public const float DefaultGroundedSharpness = 6f;
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/// <summary>How quickly RelativeVelocity is lerped toward the target velocity on the ground.</summary>
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public float GroundedMovementSharpness;
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/// <summary>Step/slope handling params (defaults; planar ground so mostly inert).</summary>
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public BasicStepAndSlopeHandlingParameters StepAndSlopeHandling;
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public static CharacterComponent GetDefault()
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{
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return new CharacterComponent
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{
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GroundedMovementSharpness = DefaultGroundedSharpness,
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StepAndSlopeHandling = BasicStepAndSlopeHandlingParameters.GetDefault(),
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};
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}
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}
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/// <summary>
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/// Per-tick, NON-replicated control for the CC processor, derived each predicted tick from the replicated
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/// <see cref="PlayerInput"/> by <see cref="PlayerControlSystem"/>. Derived (not authored, not a ghost): a
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/// pure function of replicated input + recomputed stats, so it reproduces identically on server, owning
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/// client, and across rollback re-simulation.
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/// </summary>
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[Serializable]
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public struct CharacterControl : IComponentData
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{
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/// <summary>World-space desired velocity (already scaled by MoveSpeed, Y == 0). The processor lerps
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/// RelativeVelocity toward this each tick.</summary>
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public float3 MoveVelocity;
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}
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}
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