53bc21143d
The BlightClutter destructible-ghost chain (per-room seeding, unified DR-018-safe sweep, melee + projectile breaking, personal-inventory drops) already existed end-to-end - the roadmap item's gap was FEEL: - Visual: prefab Model mesh swapped SM_Env_Rock_Chunk_01 (read as scenery) -> SM_Prop_Barrel_01 (FantasyKingdom, same proven atlas material). Base-pivot barrel offset -1 on the Model child (scatter y=1 is the capsule plane - the base-pivot float gotcha). - One-hit pop: prefab Remaining 8 -> 2 (both hit paths decrement by max(1,(int)ScrapPerHit)=2, so one swing/shot shatters); authoring default kept in sync. - Density: MaxClutterPerRoom 6 -> 8. Verified live: 8 barrels seeded in a combat room, grounded (screenshot); an injected projectile through the real ResourceHarvestSystem sweep popped one barrel in ONE hit (8 -> 7) and credited 2 Biomass; 466/466 EditMode, console clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
46 lines
2.0 KiB
C#
46 lines
2.0 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 Blight-clutter ghost prefab (ownerless interpolated — duplicate from ResourceNode.prefab
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/// so the GhostAuthoringComponent comes free). Bakes <see cref="BlightClutter"/> + <see cref="HitRadius"/>
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/// (reused for the harvest/clear sweep) + <see cref="RegionTag"/>{Expedition} so GhostRelevancy scopes it to
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/// expedition players. The field spawner overrides Variant (round-robin) + Position per instance. Defaults are
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/// inline here (mirrors ResourceNodeAuthoring), not in Tuning.
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/// </summary>
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public class BlightClutterAuthoring : MonoBehaviour
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{
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[Tooltip("Hit-points before the clutter shatters.")]
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[Min(1)] public int Remaining = 2; // one-hit pop: both hit paths decrement by max(1,(int)ScrapPerHit)
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[Tooltip("Scrap (Biomass) yielded per projectile hit — the 'minor scrap' trickle.")]
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[Min(1f)] public float ScrapPerHit = 2f;
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[Tooltip("Hit radius (world units) for the clear sweep.")]
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[Min(0f)] public float HitRadius = 1.0f;
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[Tooltip("Default visual variant (the spawner round-robins this per piece).")]
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public byte Variant = 0;
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private class BlightClutterBaker : Baker<BlightClutterAuthoring>
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{
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public override void Bake(BlightClutterAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
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AddComponent(entity, new BlightClutter
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{
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Remaining = authoring.Remaining,
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Variant = authoring.Variant,
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ScrapResourceId = ResourceId.Biomass,
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ScrapPerHit = authoring.ScrapPerHit,
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});
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AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
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AddComponent(entity, new RegionTag { Region = RegionId.Expedition });
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}
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}
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}
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}
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