36950ca21d
Aoe/Hitscan archetype dispatch in AbilityFireSystem (both-worlds cooldown; server-only ecb.Instantiate — the client-never-instantiates invariant; ZoneEffect vs DecoyTag chosen by prefab membership). Harpooner REEL as a homing state (ReelState + ReelSystem re-aim the hit Husk's KnockbackState toward the caster's live position each tick; EnemyAISystem stays sole Position writer), stamped by ProjectileDamageSystem on a Reel-flag hit. ZonePulseSystem (enemy-only periodic AoE, caster attribution, no friendly fire, Vortex pull, born-0 lazy-stamp). Decoy aggro in EnemyAISystem + DecoySystem despawn. AbilityDefBlob gains EffectFlags (Reel) + DurationTicks. +3 ZonePulseSystem EditMode tests (497 green). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
35 lines
1.6 KiB
C#
35 lines
1.6 KiB
C#
using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// Authoring for a player-cast ZONE ghost (Vortex / LightZone — the LANTERN Aoe/zone Sparks). Bakes an inert
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/// <see cref="ZoneEffect"/>; the runtime values (caster / radius / damage / lifetime) are stamped at spawn by
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/// <c>AbilityFireSystem</c> — only the Vortex FLAG is authored here (so <c>AbilityFireSystem</c> can pick
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/// ZoneEffect vs DecoyTag by prefab membership, and the pull behaviour is baked-in). The prefab's ghost setup
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/// (GhostAuthoringComponent: interpolated, ownerless) is inherited by DUPLICATING an existing ownerless
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/// interpolated ghost, so it replicates to all clients via the stock LocalTransform variant (no hand-written
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/// <c>[GhostField]</c>). <c>GetEntity(Dynamic)</c> gives a runtime-mutable LocalTransform for the spawn override.
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/// </summary>
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public class ZoneAuthoring : MonoBehaviour
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{
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[Tooltip("Vortex: pull enemies toward the zone centre each tick (in addition to the periodic damage).")]
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public bool Vortex = false;
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private class ZoneBaker : Baker<ZoneAuthoring>
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{
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public override void Bake(ZoneAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
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AddComponent(entity, new ZoneEffect
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{
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Flags = authoring.Vortex ? ZoneEffectFlag.Vortex : (byte)0,
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// caster / radius / damage / NextTick / ExpireTick are seeded at spawn by AbilityFireSystem.
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});
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}
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}
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}
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}
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