Files
Project-M/Assets/_Project/Scripts/Authoring/Combat/CharacterStatsDefinition.cs
T
kronic 7571091394 LANTERN feel pass (DR-052 + gap list): SoD facing, underwater feel, Bathynaut kit, walk/run gait, suit lamp + new Synty anim packs
- SoD facing: PlayerFacing = body-yaw only (move-facing / cast-turn / idle-hold); every fire
  direction re-sourced to FacingMath.ResolveAim (pre-code review blocking catch); TickWindowMath
  shared windows with Movement-skip; reticle/FX coupled to the damage direction; cursor-dash kept.
- Underwater feel: sharpness 15->6, turn 720->360, MoveSpeed 6->4.2; TuningKnob 26-28
  (0 = no-override sentinels, dev-protocol bump on DebugTuningReport); stride footsteps + silt +
  cadence floor; bubbles; underwater ambience bed + distant groans; camera drag + dev scroll zoom.
- Bathynaut kit in-engine: dome/tank/shoulder-lamp + bare head grafted (GraftSmr rigid rebase,
  RecalculateTangents); EmissiveGloamSkinned shader (Rukhanka deformation); shoulder lamp CASTS
  (warm steady spot on body yaw).
- Gait: two-ring walk/run FreeformDirectional tree (walk @0.35, run @1.0) + blended-natural
  StrideScale; additive Posture(Bank) + Lead(chest-lead) layers; idle = AnimationIdles Base;
  banking driven from facing turn rate; flat terrain (Env_SeabedKit seabed squashed - CC is planar).
- New packs: Synty AnimationIdles + AnimationSwordCombat (combat pass queued) + SyntyPropBoneTool;
  four authored clips (sway/trudge/banks/lean) + Anim_Player_Underwater.blend + suit-kit FBX.
- Validation: 411/411 EditMode green; Play smokes (server==client facing, Aim-true projectile,
  bank/stride live-sampled, lamp beam verified); pre-code + post-impl adversarial reviews applied.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 13:56:02 -07:00

22 lines
1019 B
C#

using ProjectM.Simulation;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Designer-facing definition of a character's base stats (movement + survivability), baked into the
/// AbilityDatabase blob and looked up at runtime by CharacterStatsRef. The single source of these
/// values - PlayerAuthoring also seeds the player's starting Health from MaxHealth.
/// </summary>
[CreateAssetMenu(menuName = "Project M/Character Stats Definition", fileName = "Character_")]
public class CharacterStatsDefinition : ScriptableObject
{
public FrameKind Id = FrameKind.Default;
public string DisplayName = "Character";
[Min(0f)] public float MoveSpeed = 4.2f; // 07-16e underwater feel: matched near the run clip's natural pace (asset value is authoritative)
[Min(0f)] public float TurnRateDegreesPerSec = 360f; // 07-15 underwater feel: heavier body swing (asset value is authoritative)
[Min(0f)] public float MaxHealth = 100f;
}
}