Files
Project-M/Assets/_Project/Scripts/Authoring/EnemyPrefabBakeExt.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

32 lines
1.3 KiB
C#

using System;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Shared BAKE step for the two enemy directors (Wave + Zone): add the prefab-pool buffer and fill it from the
/// authoring GameObject[] exactly as before — always add the (possibly empty) buffer, skip null entries, and
/// GetEntity(prefab, Dynamic) per entry. The element type differs per director (WaveEnemyPrefab vs
/// ZoneEnemyPrefab), so the caller supplies a tiny factory wrapping the resolved Entity in its element struct;
/// nothing about the serialized inspector fields or the baked buffer contents changes.
/// </summary>
public static class EnemyPrefabBakeExt
{
public static void AddEnemyPrefabPool<TAuthoring, TElem>(
this Baker<TAuthoring> baker, Entity e, GameObject[] prefabs, Func<Entity, TElem> make)
where TAuthoring : Component
where TElem : unmanaged, IBufferElementData
{
var buffer = baker.AddBuffer<TElem>(e);
if (prefabs == null)
return;
foreach (var prefab in prefabs)
{
if (prefab != null)
buffer.Add(make(baker.GetEntity(prefab, TransformUsageFlags.Dynamic)));
}
}
}
}