Files
Project-M/Assets/_Project/Scripts/Simulation/Connection/GoInGameRequest.cs
T
kronic a7fdd6f71d Slice 2 (WIP): class carrier (GoInGameRequest.ClassId) + Warrior cone archetype
The per-player class travels on GoInGameRequest.ClassId (client reads a ClassSelection
singleton); GoInGameServerSystem seeds the class at spawn via ClassTraits (AbilityRef +
permanent trait StatModifiers on a reserved ClassSourceId; CharacterStatsRef stays Default
so the DRG-asymmetry deltas ride the replicated OwnerSendType.All buffer). AbilityFireSystem
gains the aim-directed Cone archetype: cooldown predicted both worlds, server-only cone
damage to living enemies (same-tick, SourceTick-stamped, like the melee cleave). 345/345.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 00:30:20 -07:00

12 lines
530 B
C#

using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// Client -&gt; server one-off request to enter gameplay. On receipt the server adds
/// NetworkStreamInGame to the connection (enabling snapshot/command flow) and spawns the
/// client's player ghost. Lives in Simulation so both worlds see the type for RPC source-gen.
/// </summary>
public struct GoInGameRequest : IRpcCommand { public byte ClassId; } // Slice 2: per-player class (CharacterId byte; 0 -> server defaults to Warrior)
}