Files
Project-M/Assets/_Project/Scripts/Authoring/Combat/EnemyAuthoring.cs
T
kronic 3995af736c Boss becomes a real fight + readable-but-fair enemy threat
BossState (server-only) + BossAISystem: sole mover, seek -> telegraphed
radial slam (AttackWindup) -> phase-2 speed + swarmer summon. Excluded from
the EnemyAISystem Charger pass; knockback-immune at all 3 stamp sites;
arena-anchored spawn; scaled Health/HitRadius/AttackRange. Grunt windup now
commits in its last ~30% (whiffs out-of-range); Charger stagger roots; grunt
speed 4.2->5.2; swarmer telegraph synced. SweptMove + zone-enemy spawn-stamp
extracted to shared helpers. Zero new [GhostField].

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 20:21:18 -07:00

76 lines
4.6 KiB
C#

using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring for the Husk enemy prefab. Bakes the gameplay components onto a prefab whose ghost setup
/// (GhostAuthoringComponent: interpolated, ownerless) is inherited by DUPLICATING an existing interpolated
/// ghost (UpgradePickup.prefab) — so the Husk replicates to all clients with no hand-written <c>[GhostField]</c>
/// (the stock LocalTransform variant carries its server-driven position). Damageable exactly like the training
/// dummy (Health/HitRadius/DamageEvent) plus the Husk AI tunables. <c>GetEntity(Dynamic)</c> gives a
/// runtime-mutable LocalTransform for server-authoritative movement and hit tests.
/// </summary>
public class EnemyAuthoring : MonoBehaviour
{
[Min(0f), Tooltip("Starting and maximum health for the Husk.")]
public float MaxHealth = 30f;
[Min(0f), Tooltip("World-unit radius used by the projectile hit test.")]
public float HitRadius = 0.7f;
[Min(0f), Tooltip("Planar seek speed toward the nearest player, units/second.")]
public float MoveSpeed = 3.5f;
[Min(0f), Tooltip("Centre-to-centre distance at which the Husk can strike a player.")]
public float AttackRange = 1.6f;
[Min(0f), Tooltip("Damage dealt per strike.")]
public float AttackDamage = 8f;
[Min(1), Tooltip("Simulation ticks between strikes (~60 ticks/sec).")]
public int AttackCooldownTicks = 36;
private class EnemyBaker : Baker<EnemyAuthoring>
{
public override void Bake(EnemyAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent<EnemyTag>(entity);
AddComponent(entity, new Health { Current = authoring.MaxHealth, Max = authoring.MaxHealth });
AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
AddBuffer<DamageEvent>(entity);
AddComponent(entity, new EnemyStats
{
MoveSpeed = authoring.MoveSpeed,
AttackRange = authoring.AttackRange,
AttackDamage = authoring.AttackDamage,
AttackCooldownTicks = authoring.AttackCooldownTicks,
});
AddComponent(entity, new EnemyAttackCooldown { NextAttackTick = 0 });
AddComponent<KnockbackState>(entity); // server-only recoil state (zero = not knocked)
AddComponent<AttackWindup>(entity); // replicated telegraph signal (zero = not winding up)
// Slice 1 (Feature C): client-safe baked telegraph metadata. EnemyBaker is the SOLE writer of
// EnemyTelegraph even on a Charger (the prefab composes both authorings on one entity); reading the
// sibling ChargerAuthoring here avoids a double-AddComponent. WindupTicks = the client danger-ramp
// denominator per variant; IsCharger lets the client pick the Charger look (LungeState is server-only).
// Kind byte (client telegraph look) — derived from the sibling variant authoring (EnemyBaker is the
// SOLE EnemyTelegraph writer). Grunt=0 / Charger=1 / Spitter=2 / Swarmer=3 (ZoneEnemyMath.Kind*).
byte kind = ZoneEnemyMath.KindGrunt;
byte windup = (byte)Tuning.AttackWindupTicks;
var spitter = GetComponent<SpitterAuthoring>();
// Bake-time guard (DR-041 sole-Position-writer invariant): a prefab must carry at most ONE of
// {ChargerAuthoring(LungeState), SpitterAuthoring(SpitterState)} — both would match ZERO AI passes.
if (GetComponent<ChargerAuthoring>() != null && spitter != null)
Debug.LogError($"Enemy '{authoring.name}' has BOTH ChargerAuthoring and SpitterAuthoring; it would match no AI pass and never move. Remove one.", authoring);
if (GetComponent<ChargerAuthoring>() != null) { kind = ZoneEnemyMath.KindCharger; windup = 30; }
else if (spitter != null) { kind = ZoneEnemyMath.KindSpitter; windup = (byte)Mathf.Clamp(spitter.WindupTicks, 1, 255); }
else if (GetComponent<SwarmerAuthoring>() != null) { kind = ZoneEnemyMath.KindSwarmer; windup = (byte)Tuning.AttackWindupTicks; /* B4: match the server windup (grunt-path swarmers use GruntWindupTicks); baked 6 was a snap-ramp lie */ }
AddComponent(entity, new EnemyTelegraph { WindupTicks = windup, Kind = kind });
}
}
}
}