7571091394
- 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>
308 lines
18 KiB
C#
308 lines
18 KiB
C#
using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Live-tunable knobs for the client-only COMBAT-FEEL slice (Stage E). A static bridge — mirrors
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/// <see cref="AimPresentation"/> — so values can be poked at runtime via MCP <c>execute_code</c>
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/// (e.g. <c>ProjectM.Client.FeelConfig.HitShakeLocal = 0.4f;</c>) WITHOUT a recompile, for interactive
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/// tuning. Read ONLY by client-presentation systems (<see cref="CombatFeedbackSystem"/>,
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/// <see cref="AimReticleSystem"/>) and the <see cref="PrototypeCameraRig"/> MonoBehaviour — all non-Burst,
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/// main-thread. NEVER read these from a <c>[BurstCompile]</c> system (managed-static + Color/enum-in-Burst
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/// hazards); they are presentation-only and never touch the deterministic simulation.
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/// <para>
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/// Defaults match the values previously hardcoded in CombatFeedbackSystem so behaviour is byte-identical
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/// until a knob is poked. <see cref="ResetDefaults"/> re-stamps every field on play-enter via
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/// <c>[RuntimeInitializeOnLoadMethod(SubsystemRegistration)]</c> because statics survive fast-enter-playmode
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/// domain reloads — without it a poked value would leak across play-enters and flash stale feel (the exact
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/// bug <see cref="AimPresentation"/>'s reset prevents).
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/// </para>
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/// </summary>
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public static class FeelConfig
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{
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// ---- Feature 1: hit camera punch + (camera-only) hit-stop ----
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/// <summary>Camera shake when the LOCAL player is hit (fed to PrototypeCameraRig.AddShake, clamp 0.8).</summary>
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public static float HitShakeLocal;
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/// <summary>Camera shake when a remote player / Husk is hit.</summary>
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public static float HitShakeRemote;
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/// <summary>Hit-spark particle burst count (procedural fallback path).</summary>
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public static int HitBurstCount;
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/// <summary>Hit SFX volume.</summary>
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public static float HitSfxVolume;
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/// <summary>Degrees of transient FOV "kick" on a LOCAL hit — the netcode-safe hit-stop (NEVER Time.timeScale). 0 = off.</summary>
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public static float HitStopFovKick;
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/// <summary>Milliseconds the FOV kick eases back to base.</summary>
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public static float HitStopDurationMs;
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// ---- MC-3: player-dealt-hit punch (magnitude-scaled) + deferred enemy flash ----
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/// <summary>Min FOV kick (deg) when the LOCAL player lands a hit on an enemy (chip damage).</summary>
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public static float HitStopFovKickMin;
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/// <summary>Max FOV kick (deg) on a heavy player-dealt hit (delta >= HitStopRefDamage).</summary>
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public static float HitStopFovKickMax;
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/// <summary>Reserved cap for the (deferred) true freeze-frame, in fixed frames.</summary>
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public static int HitStopMaxFrames;
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/// <summary>Damage delta that saturates the player-dealt punch to HitStopFovKickMax.</summary>
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public static float HitStopRefDamage;
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/// <summary>Tint for the (deferred) enemy material hit-flash — exposed now, wired in the ShaderGraph slice.</summary>
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public static Color HitFlashColor;
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/// <summary>Master gate for the (deferred) true freeze-frame hit-stop. FALSE for v1 (camera-punch only).</summary>
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public static bool HitStopFreezeEnabled;
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// ---- Feature 1/2: death camera punch ----
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/// <summary>Camera shake on LOCAL player death (loudest event by design).</summary>
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public static float PlayerDeathShake;
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/// <summary>Camera shake on a remote player's death.</summary>
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public static float RemotePlayerDeathShake;
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/// <summary>Base death-burst particle count (player death + Husk-death base).</summary>
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public static int DeathBurstCount;
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// ---- Feature 2: kill-shot fanfare (Husk death) ----
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/// <summary>Camera shake on a Husk kill (nudged above a glancing hit, kept under PlayerDeathShake).</summary>
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public static float KillShake;
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/// <summary>Multiplier on DeathBurstCount for a Husk kill (result clamped by MaxActiveVfx).</summary>
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public static float KillBurstScale;
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/// <summary>Optional FOV kick on a kill (degrees). 0 = off.</summary>
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public static float KillFovKick;
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/// <summary>Husk-death SFX volume.</summary>
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public static float KillSfxVolume;
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// ---- Feature 3: respawn shimmer / fade-in (local player recovery) ----
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/// <summary>Master gate for the local-player respawn shimmer.</summary>
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public static bool RespawnShimmerEnabled;
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/// <summary>Particle burst count for the recovery shimmer.</summary>
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public static int RespawnShimmerBurst;
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/// <summary>Light camera punch on recovery so respawn reads as "reinforcing".</summary>
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public static float RespawnShimmerShake;
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// ---- Feature 4: reticle lock-on tether (cosmetic aim HINT) ----
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/// <summary>Master gate for the lock-on tether.</summary>
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public static bool LockOnEnabled;
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/// <summary>Show the tether only on the Gamepad scheme (mirrors the server's gamepad-only auto-target assist).</summary>
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public static bool LockOnGamepadOnly;
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/// <summary>Max world distance from the player to a tethered Husk.</summary>
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public static float LockOnRange;
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/// <summary>Forward half-arc (degrees) around PlayerFacing within which a Husk is eligible.</summary>
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public static float LockOnArcDegrees;
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/// <summary>Tether line tint (subtle highlight, not a laser).</summary>
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public static Color LockOnLineColor;
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/// <summary>Tether line width (world units).</summary>
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public static float LockOnLineWidth;
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// ---- Feature B: enemy health bars (Slice 1) ----
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/// <summary>Squared world-distance beyond which a bar is hidden when the pool cap is reached (default 400 = 20m).</summary>
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public static float HealthBarMaxDistSq;
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// ---- Feature 5 (MC-1): dash juice ----
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/// <summary>Camera shake on the local player's dash start.</summary>
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public static float DashShake;
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/// <summary>Transient FOV punch (degrees) on dash start — the "lurch" read (camera punch, never Time.timeScale).</summary>
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public static float DashFovKick;
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/// <summary>Afterimage/whoosh particle burst count at dash start.</summary>
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public static int DashBurstCount;
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/// <summary>Dash whoosh SFX volume.</summary>
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public static float DashSfxVolume;
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/// <summary>Particles emitted per frame while the local i-frame window is active (the shimmer trail).</summary>
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public static int DashShimmerPerFrame;
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/// <summary>Suppress local hit-feedback during the local i-frame window (masks the prediction-reconciliation
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/// Health flicker on a clean dodge — the documented acceptable-not-a-bug interaction).</summary>
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public static bool DashHitSuppress;
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// ---- Combat feel pass (2026-06): connect cue, hit-flash, kill pop, footsteps, rumble, telegraph beep ----
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/// <summary>Hit-flash puff density (a colored particle burst in HitFlashColor on an enemy damage edge).</summary>
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public static int HitFlashBurstCount;
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/// <summary>Extra FOV punch (deg) when the LOCAL melee cleave is confirmed to connect (vs a whiff).</summary>
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public static float MeleeConnectFovKick;
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/// <summary>Volume of the meaty melee connect "thunk".</summary>
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public static float MeleeConnectVolume;
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/// <summary>Kill-pop colored flash density on an enemy death.</summary>
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public static int KillFlashBurstCount;
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/// <summary>Footstep SFX volume (07-15: deep muffled underwater thud).</summary>
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public static float FootstepVolume;
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/// <summary>Planar meters travelled per footstep — stride-DISTANCE stepping, so cadence tracks the
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/// real (drifting) velocity instead of a fixed timer (07-15 underwater feel).</summary>
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public static float FootstepStrideMeters;
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/// <summary>Local player speed (u/s) above which footsteps play.</summary>
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public static float FootstepMinSpeed;
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/// <summary>Per-step random volume jitter (±fraction) — breaks the metronome read.</summary>
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public static float FootstepJitter;
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/// <summary>Silt-puff particles per footstep (0 = off).</summary>
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public static int FootstepPuffCount;
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// ---- 07-16 underwater feel (gap-list): bubbles, ambience, camera weight, banking ----
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/// <summary>Seconds between dome bubble-exhaust puffs (0 = off).</summary>
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public static float BubbleIntervalSec;
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/// <summary>Bubbles per exhaust puff.</summary>
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public static int BubbleBurstCount;
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/// <summary>Underwater ambience bed volume (Music bus).</summary>
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public static float AmbienceVolume;
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/// <summary>Mean seconds between distant groans (0 = off; ±40% jitter).</summary>
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public static float GroanIntervalSec;
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/// <summary>Distant-groan volume (Music bus).</summary>
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public static float GroanVolume;
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/// <summary>Camera follow-sharpness multiplier (<1 = the camera drags through the water).</summary>
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public static float CameraDragMult;
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/// <summary>The facing turn rate (deg/s) at which the additive body bank reaches full (±1).</summary>
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public static float BankFullTurnDegPerSec;
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/// <summary>The WALK ring's natural travel speed (u/s; measured off the pack's root-motion variant).
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/// StrideScale fine-corrects playback against the walk→run blended natural (07-16b/e).</summary>
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public static float TrudgeNaturalSpeed;
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/// <summary>The RUN ring's natural travel speed (u/s; measured).</summary>
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public static float RunNaturalSpeed;
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/// <summary>Shoulder-lamp spot intensity (0 = lamp off). LANTERN: light is territory — the suit lamp CASTS.</summary>
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public static float ShoulderLampIntensity;
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/// <summary>Shoulder-lamp beam range (m).</summary>
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public static float ShoulderLampRange;
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/// <summary>Master gate for gamepad rumble (no-op on KBM).</summary>
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public static bool RumbleEnabled;
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/// <summary>Rumble strength on a local hit taken / dealt.</summary>
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public static float RumbleHit;
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/// <summary>Rumble strength on a kill.</summary>
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public static float RumbleKill;
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/// <summary>Seconds a rumble pulse lasts before it auto-stops.</summary>
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public static float RumbleDurationSec;
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// ---- Deferred-items pass (2026-06): true body hit-flash, remote co-op swings, near-impact strike beep ----
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/// <summary>Master gate for the enemy material BODY hit-flash (drives URPMaterialPropertyBaseColor on render children).</summary>
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public static bool BodyFlashEnabled;
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/// <summary>Peak _BaseColor the enemy body flashes to on a hit (HDR; lerps from the baked white base and decays back).</summary>
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public static Color BodyFlashColor;
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/// <summary>C2: player-body HURT flash tint (hot red-orange) — distinct from the enemy white overdrive so
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/// 'you got hit' reads differently from 'you hit them'. Multiplies the Synty atlas base map like BodyFlashColor.</summary>
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public static Color PlayerHurtFlashColor;
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/// <summary>Seconds the body flash decays from peak back to the baked white base.</summary>
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public static float BodyFlashDurationSec;
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/// <summary>Master gate for rendering REMOTE teammates' melee cleave arcs (co-op readability).</summary>
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public static bool RemoteSwingEnabled;
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/// <summary>Tint of a remote teammate's slash arc (cooler/friendlier than the local warm arc).</summary>
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public static Color RemoteSlashColor;
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/// <summary>Master gate for the near-impact \"dodge NOW\" strike beep on a winding-up enemy.</summary>
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public static bool StrikeBeepEnabled;
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/// <summary>Volume of the near-impact strike beep.</summary>
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public static float StrikeBeepVolume;
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/// <summary>Ticks before the strike lands that the beep fires (the dodge-reaction lead).</summary>
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public static int StrikeBeepLeadTicks;
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/// <summary>Squared world-distance from the local player beyond which the strike beep is suppressed (avoids a distant cacophony).</summary>
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public static float StrikeBeepMaxDistSq;
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// ---- Enemy visibility markers (EnemyMarkerSystem: off-screen edge arrows + on-screen overhead pips) ----
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/// <summary>Master gate for the enemy visibility markers.</summary>
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public static bool EnemyMarkerEnabled;
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/// <summary>Only mark living enemies within this world distance of the local player (scopes to the current room; avoids cross-region arrow spam).</summary>
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public static float EnemyMarkerRange;
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/// <summary>On-screen enemy count above which the overhead pips fade toward EnemyMarkerMinAlpha (declutter a swarm; off-screen arrows stay full).</summary>
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public static int EnemyMarkerFadeStartCount;
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/// <summary>Faded pip alpha once the on-screen count is well past EnemyMarkerFadeStartCount.</summary>
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public static float EnemyMarkerMinAlpha;
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/// <summary>Marker tint (pip + off-screen arrow).</summary>
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public static Color EnemyMarkerColor;
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/// <summary>Marker glyph font size (px).</summary>
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public static float EnemyMarkerSize;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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public static void ResetDefaults()
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{
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// Feature 1
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HitShakeLocal = 0.32f;
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HitShakeRemote = 0.10f;
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HitBurstCount = 10;
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HitSfxVolume = 0.70f;
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HitStopFovKick = 1.5f;
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HitStopDurationMs = 90f;
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HitStopFovKickMin = 0.6f;
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HitStopFovKickMax = 2.2f;
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HitStopMaxFrames = 2; // C4: a 2-frame (~33ms) camera hold reads as crunch, not a lag-y stutter
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HitStopRefDamage = 30f;
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HitFlashColor = new Color(1f, 0.85f, 0.55f, 1f);
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HitStopFreezeEnabled = true; // C4: enable the finisher hit-stop hold (presentation-only camera freeze, bounded below)
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// Feature 1/2 death
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PlayerDeathShake = 0.50f;
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RemotePlayerDeathShake = 0.25f;
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DeathBurstCount = 28;
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// Feature 2 kill-shot
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KillShake = 0.20f;
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KillBurstScale = 1.5f;
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KillFovKick = 1.0f;
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KillSfxVolume = 0.75f;
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// Feature 3 respawn
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RespawnShimmerEnabled = true;
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RespawnShimmerBurst = 24;
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RespawnShimmerShake = 0.12f;
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// Feature 4 tether
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LockOnEnabled = true;
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LockOnGamepadOnly = true;
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LockOnRange = 9.0f;
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LockOnArcDegrees = 60f;
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LockOnLineColor = new Color(0.55f, 0.9f, 1f, 0.35f);
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LockOnLineWidth = 0.05f;
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// Feature B health bars (Slice 1)
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HealthBarMaxDistSq = 400f; // 20 m radius
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// Feature 5 dash (MC-1)
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DashShake = 0.18f;
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DashFovKick = 1.2f;
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DashBurstCount = 14;
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DashSfxVolume = 0.55f;
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DashShimmerPerFrame = 2;
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DashHitSuppress = true;
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// Combat feel pass (2026-06)
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HitFlashBurstCount = 16;
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MeleeConnectFovKick = 0.8f;
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MeleeConnectVolume = 0.55f;
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KillFlashBurstCount = 20;
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FootstepVolume = 0.30f; // 07-15: heavier, more present underwater thud
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FootstepStrideMeters = 1.5f; // one step per ~1.5m of planar travel
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FootstepMinSpeed = 1.0f;
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FootstepJitter = 0.12f;
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FootstepPuffCount = 5;
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BubbleIntervalSec = 1.6f; // 07-16: dome bubble exhaust cadence
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BubbleBurstCount = 2;
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AmbienceVolume = 0.14f; // underwater bed (Music bus)
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GroanIntervalSec = 24f; // distant groans, ±40% jitter
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GroanVolume = 0.35f;
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CameraDragMult = 0.8f; // heavier camera through the water (multiplies FollowSharpness)
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BankFullTurnDegPerSec = 270f;
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TrudgeNaturalSpeed = 1.46f; // measured: A_Walk_FwdStrafeF_RootMotion_Masc averageSpeed (walk ring)
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RunNaturalSpeed = 2.6f; // measured: A_Run_FwdStrafeF_RootMotion_Masc averageSpeed (run ring)
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ShoulderLampIntensity = 8f; // 07-16e: the suit lamp actually lights (3 got lost in the murk ambient)
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ShoulderLampRange = 12f;
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RumbleEnabled = true;
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RumbleHit = 0.25f;
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RumbleKill = 0.45f;
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RumbleDurationSec = 0.12f;
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// Deferred-items pass (2026-06)
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BodyFlashEnabled = true;
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BodyFlashColor = new Color(3.2f, 2.8f, 2.2f, 1f); // hot near-white overdrive (multiplies the Synty atlas base map)
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PlayerHurtFlashColor = new Color(2.6f, 0.55f, 0.4f, 1f); // C2: hot red-orange body flash when the player is hit
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BodyFlashDurationSec = 0.16f;
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RemoteSwingEnabled = true;
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RemoteSlashColor = new Color(1.4f, 2.2f, 2.8f, 1f); // cool teammate arc
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StrikeBeepEnabled = true;
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StrikeBeepVolume = 0.40f;
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StrikeBeepLeadTicks = 8;
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StrikeBeepMaxDistSq = 225f; // 15 m
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// Enemy visibility markers (EnemyMarkerSystem)
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EnemyMarkerEnabled = true;
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EnemyMarkerRange = 140f;
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EnemyMarkerFadeStartCount = 6;
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EnemyMarkerMinAlpha = 0.28f;
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EnemyMarkerColor = new Color(1f, 0.86f, 0.3f, 1f); // warm amber, reads over the cool world
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EnemyMarkerSize = 24f;
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}
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}
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}
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