2fcff9a7a1
Extends the DR-022 player pipeline to Husk enemies. A Husk is an ownerless interpolated ghost = structurally a remote player, so the new client-only EnemyAnimationDriveSystem mirrors PlayerAnimationDriveSystem's remote path: velocity from LocalTransform-delta (prevPos cache, pruned every frame), facing from LocalTransform.Rotation (AnimParamMath.PlanarForward), maxSpeed from baked EnemyStats, IsAttacking from the already-replicated AttackWindup telegraph. No new [GhostField], no server/asmdef/ghost-hash change. Monster-mash roster: Werewolf (Grunt), Werewolf-Undead (Swarmer), Kaiju (Brute), built by the reusable, GUID-preserving EnemyRigTools editor tool (materials + AC_EnemyTopDown + EnemyAttackWindup clip + 3 rigged prefabs). WaveSystem now preserves the baked variant Scale (was reset to 1 by LocalTransform.FromPosition). See DR-023. EditMode 208/208; validated in Play (rigs skin, scales replicate, locomotion + attack telegraph drive correctly). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
125 lines
6.4 KiB
C#
125 lines
6.4 KiB
C#
using ProjectM.Simulation;
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using Rukhanka; // FastAnimatorParameter, AnimatorParametersAspect, ParameterValue,
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// AnimatorControllerParameterComponent, AnimatorControllerParameterIndexTableComponent,
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// RukhankaAnimationSystemGroup
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.Transforms; // LocalTransform
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-only animation driver for Husk ENEMIES. OBSERVES replicated state and writes Rukhanka animator
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/// blend params; never mutates the sim (presentation-only). The enemy mirror of the REMOTE path of
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/// <see cref="PlayerAnimationDriveSystem"/>: a Husk is an OWNERLESS INTERPOLATED ghost (server-moved by
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/// EnemyAISystem, position+rotation via stock LocalTransform replication, no KinematicCharacterBody on the
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/// client) — structurally identical to a remote player — so planar velocity is derived from replicated
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/// <see cref="LocalTransform.Position"/> frame-deltas, facing from the replicated <see cref="LocalTransform.Rotation"/>
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/// (the server faces the target each tick), and the run-blend normalizer from the baked-on-both-worlds
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/// <see cref="EnemyStats.MoveSpeed"/>. The attack telegraph rides the already-replicated
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/// <see cref="AttackWindup"/> [GhostField] (non-zero for the ~0.3s wind-up) — no new [GhostField], no server
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/// change (Rukhanka is stripped server-side by ServerStripAnimationSystem), no ghost-hash change. See DR-023.
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/// <para>
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/// Runs in SimulationSystemGroup via [UpdateBefore(RukhankaAnimationSystemGroup)] so params are set before
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/// Rukhanka's same-frame controller eval (no 1-tick lag) — the same documented exception to the
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/// "all juice = PresentationSystemGroup" rule the player driver uses. Observe-only, never in the predicted loop.
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/// </para>
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/// <para>
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/// NOTE: deliberately NOT [RequireMatchingQueriesForUpdate]. Husks despawn far more often than players, so the
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/// per-frame prevPos prune must run EVERY frame (even with zero live Husks) to reclaim the cache entry of a
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/// just-killed Husk — otherwise one NativeParallelHashMap entry would leak per kill.
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/// </para>
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation | WorldSystemFilterFlags.ClientSimulation)]
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[UpdateBefore(typeof(RukhankaAnimationSystemGroup))]
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public partial class EnemyAnimationDriveSystem : SystemBase
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{
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// Perfect-hash keys, built once. Names MUST match AC_EnemyTopDown.controller parameter names exactly.
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static readonly FastAnimatorParameter k_MoveX = new FastAnimatorParameter("MoveX");
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static readonly FastAnimatorParameter k_MoveZ = new FastAnimatorParameter("MoveZ");
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static readonly FastAnimatorParameter k_Speed = new FastAnimatorParameter("Speed");
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static readonly FastAnimatorParameter k_IsAttacking = new FastAnimatorParameter("IsAttacking");
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// prevPos cache (per Husk Entity). Pruned every frame (a vanished Husk = a server-authoritative death).
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NativeParallelHashMap<Entity, float3> _prevPos;
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protected override void OnCreate()
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{
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_prevPos = new NativeParallelHashMap<Entity, float3>(64, Allocator.Persistent);
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}
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protected override void OnDestroy()
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{
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if (_prevPos.IsCreated) _prevPos.Dispose();
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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; // wall-frame delta is correct for presentation
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if (dt < 1e-5f) dt = 1e-5f;
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var seen = new NativeParallelHashSet<Entity>(64, Allocator.TempJob);
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var job = new EnemyDriveJob
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{
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moveX = k_MoveX, moveZ = k_MoveZ, speed = k_Speed, isAttacking = k_IsAttacking,
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dt = dt,
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prevPos = _prevPos,
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seen = seen,
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};
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Dependency = job.Schedule(Dependency); // .Schedule (not parallel): mutates _prevPos
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// Prune stale entries (despawned Husks) AFTER the job, on the main thread.
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Dependency.Complete();
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PruneCache(seen);
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seen.Dispose();
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}
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void PruneCache(NativeParallelHashSet<Entity> seen)
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{
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using var keys = _prevPos.GetKeyArray(Allocator.Temp);
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for (int i = 0; i < keys.Length; i++)
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if (!seen.Contains(keys[i])) _prevPos.Remove(keys[i]);
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}
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// Husks are ownerless interpolated ghosts: no local/remote split, no Dead enableable. Velocity from
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// LocalTransform.Position delta; facing from LocalTransform.Rotation (server-faced); IsAttacking from the
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// replicated AttackWindup telegraph. The Rukhanka param components match only rigged ghosts.
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[BurstCompile]
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[WithAll(typeof(EnemyTag))]
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partial struct EnemyDriveJob : IJobEntity
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{
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public FastAnimatorParameter moveX, moveZ, speed, isAttacking;
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public float dt;
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public NativeParallelHashMap<Entity, float3> prevPos;
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public NativeParallelHashSet<Entity> seen;
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void Execute(
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Entity e,
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AnimatorControllerParameterIndexTableComponent indexTable,
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DynamicBuffer<AnimatorControllerParameterComponent> parametersArr,
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in LocalTransform xform,
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in EnemyStats stats,
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in AttackWindup windup)
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{
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seen.Add(e);
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float3 cur = xform.Position;
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float3 vel = float3.zero;
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if (prevPos.TryGetValue(e, out var prev))
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vel = (cur - prev) / dt;
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prevPos[e] = cur;
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float2 facing = AnimParamMath.PlanarForward(xform.Rotation);
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float3 p = AnimParamMath.LocomotionParams(vel, facing, stats.MoveSpeed);
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bool attacking = windup.WindUpUntilTick != 0;
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var a = new AnimatorParametersAspect(parametersArr, indexTable);
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if (a.HasParameter(moveX)) a.SetParameterValue(moveX, p.x);
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if (a.HasParameter(moveZ)) a.SetParameterValue(moveZ, p.y);
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if (a.HasParameter(speed)) a.SetParameterValue(speed, p.z);
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if (a.HasParameter(isAttacking)) a.SetParameterValue(isAttacking, attacking);
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}
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}
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}
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}
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