Files
Project-M/Assets/_Project/Scripts/Authoring/Building/TurretAuthoring.cs
T
kronic 21a4c71413 Hygiene B4c: clean dedup helpers (knockback, bakers, editor rig)
- KnockbackUtil.Stamp: shared knockback-stamp used by AbilityFireSystem + MeleeComboSystem (guard + planar normalize + write; speed passed in).
- BakerStructureExt: AddPlacedStructure/AddDamageable extensions on Baker<T>; rewired Turret/Structure/Harvester/Conveyor/Fabricator bakers (baked data + serialized fields unchanged).
- EnemyPrefabBakeExt.AddEnemyPrefabPool: shared prefab-buffer bake for ZoneEnemyDirector/WaveDirector authoring (fields stay flat — no serialization change).
- Editor AnimRigUtil (HasParam + root-yaw overlay clip) shared by PlayerRigTools/EnemyRigTools; EnemyRigTools.MakeMat now GUID-preserving (CopySerialized over existing) — the composite AnimatorController copy left as-is with a caveat comment.

466/466 EditMode tests pass, 0 warnings.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-08 21:26:23 -07:00

40 lines
1.7 KiB
C#

using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring for the turret structure ghost prefab (duplicate UpgradePickup.prefab so the ownerless
/// interpolated GhostAuthoringComponent comes free). Bakes <see cref="PlacedStructure"/>{Type=Turret} +
/// <see cref="Turret"/> stats. BuildPlaceSystem stamps Cell + LastProcessedTick at placement.
/// </summary>
public class TurretAuthoring : MonoBehaviour
{
[Min(1f)] public float Range = 10f;
[Min(1)] public int CooldownTicks = 30;
[Min(1f)] public float Damage = 12f;
[Min(1f)] public float MaxHp = 120f;
private class TurretBaker : Baker<TurretAuthoring>
{
public override void Bake(TurretAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
this.AddPlacedStructure(entity, StructureType.Turret);
AddComponent(entity, new Turret
{
Range = authoring.Range,
CooldownTicks = authoring.CooldownTicks,
Damage = authoring.Damage,
});
// EB-1: structures are damageable + destructible (Husks push for them; HealthApplyDamageSystem
// destroys a Destructible at Health<=0). The DamageEvent buffer MUST exist on the archetype or an
// AI/turret strike crashes at ECB playback. NO HitRadius on purpose -> ProjectileDamageSystem (needs
// Health+HitRadius) ignores structures, so player shots never friendly-fire your own turret.
this.AddDamageable(entity, authoring.MaxHp);
}
}
}
}