Files
Project-M/Assets/_Project/Scripts/Authoring/Combat/ZoneAuthoring.cs
T
kronic 2aebc37115 G6+G4: Cone damage-at-contact + zone fill telegraph (ZoneEffect GhostFields) + co-op saturation budget
Cone/SpecialSlam damage lands at its visual contact via ConeContactPending (knob 32, 0=legacy;
early-flush + resolve re-validate; death + BOTH class-swap paths drop armed pendings — fixes the
shipped melee death-strand in the same stroke). Zones: [GhostField] Caster/Radius/NextTick +
ZoneTelegraphSystem (Geyser latch contract on InterpolationTick; rim = true radius; arm grows,
persistent phase drains). Cone cues latch to contact (FireStartRaw, C14); TuningConfig.Defaults()
fallback at client cue sites (release-build timing fix). G4: SaturationMath ally-FX degrade
(living-enemy census, solo-exempt; enemy telegraphs structurally exempt) + CombatStressDebug +
overlay saturation rows. Reviews wf_98bf1268 (13 confirmed folded) / wf_9757d214 (5 confirmed fixed).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 13:27:50 -07:00

35 lines
1.7 KiB
C#

using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring for a player-cast ZONE ghost (Vortex / LightZone — the LANTERN Aoe/zone Sparks). Bakes an inert
/// <see cref="ZoneEffect"/>; the runtime values (caster / radius / damage / lifetime) are stamped at spawn by
/// <c>AbilityFireSystem</c> — only the Vortex FLAG is authored here (so <c>AbilityFireSystem</c> can pick
/// ZoneEffect vs DecoyTag by prefab membership, and the pull behaviour is baked-in). The prefab's ghost setup
/// (GhostAuthoringComponent: interpolated, ownerless) is inherited by DUPLICATING an existing ownerless
/// interpolated ghost, so position replicates via the stock LocalTransform variant. 07-21 G6: ZoneEffect's
/// CasterNetworkId / Radius / NextTick are hand-written <c>[GhostField]</c>s (the client fill telegraph). <c>GetEntity(Dynamic)</c> gives a runtime-mutable LocalTransform for the spawn override.
/// </summary>
public class ZoneAuthoring : MonoBehaviour
{
[Tooltip("Vortex: pull enemies toward the zone centre each tick (in addition to the periodic damage).")]
public bool Vortex = false;
private class ZoneBaker : Baker<ZoneAuthoring>
{
public override void Bake(ZoneAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent(entity, new ZoneEffect
{
Flags = authoring.Vortex ? ZoneEffectFlag.Vortex : (byte)0,
// caster / radius / damage / NextTick / ExpireTick are seeded at spawn by AbilityFireSystem.
});
}
}
}
}