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>
287 lines
17 KiB
C#
287 lines
17 KiB
C#
using ProjectM.Simulation;
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using Rukhanka; // FastAnimatorParameter, AnimatorParametersAspect, ParameterValue,
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// AnimatorControllerParameterComponent, AnimatorControllerParameterIndexTableComponent,
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// RukhankaAnimationSystemGroup
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode; // GhostOwnerIsLocal, NetworkTime, NetworkTick
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using Unity.Transforms; // LocalTransform
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using Unity.CharacterController; // KinematicCharacterBody
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-only animation driver. OBSERVES authoritative/replicated state and writes Rukhanka animator
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/// blend params; never mutates the sim (presentation-only). Runs once/frame in the client/local world,
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/// BEFORE Rukhanka evaluates the controller this frame (same-frame, no 1-tick lag). NOTE: this lands in
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/// SimulationSystemGroup (via UpdateBefore the Rukhanka group, which itself has no UpdateInGroup), a
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/// deliberate, documented exception to the project's "all juice = PresentationSystemGroup" rule -- the
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/// params MUST be set before Rukhanka's same-frame controller eval (see DR-022).
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///
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/// Drives MoveX/MoveZ/Speed/IsDead from locomotion + IsDead, plus IsAttacking (MC-4) pulsed from the
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/// replicated <see cref="MeleeCombo"/> swing window so the AC_PlayerTopDown MeleeSwing state plays per swing.
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///
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/// Two paths:
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/// LOCAL (owner-predicted, GhostOwnerIsLocal ENABLED): realized CC RelativeVelocity (wall-aware).
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/// REMOTE (interpolated, GhostOwnerIsLocal DISABLED): KinematicCharacterBody is NOT a [GhostField] and
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/// the CC processor is owner-only, so RelativeVelocity stays baked-zero on remotes -> derive
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/// planar velocity from replicated LocalTransform.Position deltas. PlayerFacing.Direction is a
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/// [GhostField] (valid on remotes); EffectiveCharacterStats.MoveSpeed is derived locally each
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/// tick by StatRecomputeSystem (present on remotes). MeleeCombo replicates so teammates' swings
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/// animate too. Cache prevPos per Entity, prune each frame.
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation | WorldSystemFilterFlags.ClientSimulation)]
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[UpdateBefore(typeof(RukhankaAnimationSystemGroup))]
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[RequireMatchingQueriesForUpdate]
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public partial class PlayerAnimationDriveSystem : SystemBase
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{
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// Perfect-hash keys, built once (managed string ctor). Names MUST match AC_PlayerTopDown.controller
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// parameter names exactly. Immutable readonly hashes -> domain-reload safe.
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static readonly FastAnimatorParameter k_MoveX = new FastAnimatorParameter("MoveX");
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static readonly FastAnimatorParameter k_MoveZ = new FastAnimatorParameter("MoveZ");
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static readonly FastAnimatorParameter k_Speed = new FastAnimatorParameter("Speed");
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static readonly FastAnimatorParameter k_IsDead = new FastAnimatorParameter("IsDead");
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static readonly FastAnimatorParameter k_IsAttacking = new FastAnimatorParameter("IsAttacking");
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static readonly FastAnimatorParameter k_IsFiring = new FastAnimatorParameter("IsFiring"); // Blender-authored A_Fire_OneHand (B7)
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static readonly FastAnimatorParameter k_IsDashing = new FastAnimatorParameter("IsDashing"); // Blender-authored A_Dash_Lean (local player only - DashState is not replicated)
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static readonly FastAnimatorParameter k_Bank = new FastAnimatorParameter("Bank");
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static readonly FastAnimatorParameter k_StrideScale = new FastAnimatorParameter("StrideScale"); // 07-16b: Locomotion playback = planarSpeed / TrudgeNaturalSpeed (foot-skate fix) // 07-16: additive Posture layer — signed facing turn rate, local player only (subtle; not derived for remotes)
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static readonly FastAnimatorParameter k_ComboStep = new FastAnimatorParameter("ComboStep"); // replicated MeleeCombo.Step -> per-step swing clips (Swing1/2/3)
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static readonly FastAnimatorParameter k_IsCone = new FastAnimatorParameter("IsCone"); // ability archetype (replicated AbilityRef + blob): Cone -> two-hand slam, else the shot
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// Ticks after a swing-start that IsAttacking stays true (drives the MeleeSwing state). Kept < the swing lock
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// (MeleeRecoverTicks ~16) so a CHAINED swing re-pulses the bool false->true and re-triggers the Any State
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// transition per hit. ~0.22s @ 60Hz. Presentation-only.
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const uint k_AttackAnimTicks = PlayerAimSystem.CastFacingTicks; // structurally tied (07-16 review): body-yaw cast-turn and the swing anim pulse must agree
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// Remote prevPos cache (per ghost Entity). Pruned every frame (a vanished remote = a despawn).
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NativeParallelHashMap<Entity, float3> _prevPos;
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// 07-16 banking: previous local-player facing + the smoothed bank value (main-thread state; one entity).
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float2 _prevLocalFacing;
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bool _bankInit;
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float _bankSmoothed;
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protected override void OnCreate()
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{
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_prevPos = new NativeParallelHashMap<Entity, float3>(16, Allocator.Persistent);
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}
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protected override void OnDestroy()
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{
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if (_prevPos.IsCreated) _prevPos.Dispose();
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}
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protected override void OnUpdate()
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{
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float dt = SystemAPI.Time.DeltaTime; // wall-frame delta is correct for presentation
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if (dt < 1e-5f) dt = 1e-5f;
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// Current authoritative tick for the swing-window check (default = invalid -> IsAttacking stays false).
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NetworkTick serverTick = SystemAPI.TryGetSingleton<NetworkTime>(out var nt) ? nt.ServerTick : default;
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// Ability blob for the per-class special read (Cone -> slam anim); default(BlobAssetReference) if absent.
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var abilityBlob = SystemAPI.TryGetSingleton<AbilityDatabase>(out var adbSingleton) ? adbSingleton.Value : default;
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// 07-16 banking: signed facing turn rate -> Bank (-1..1, + = bank right, leaning INTO the turn).
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// Sampled main-thread (a single local player), smoothed so the additive pose eases in and out.
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float bankTarget = 0f;
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foreach (var facingRO in SystemAPI.Query<RefRO<PlayerFacing>>().WithAll<GhostOwnerIsLocal>())
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{
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float2 f = facingRO.ValueRO.Direction;
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if (_bankInit && math.lengthsq(f) > 1e-6f && math.lengthsq(_prevLocalFacing) > 1e-6f)
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{
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float2 a2 = math.normalize(_prevLocalFacing);
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float2 b2 = math.normalize(f);
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float signed = math.atan2(a2.x * b2.y - a2.y * b2.x, math.clamp(math.dot(a2, b2), -1f, 1f));
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float degPerSec = math.degrees(signed) / dt;
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bankTarget = math.clamp(-degPerSec / math.max(30f, FeelConfig.BankFullTurnDegPerSec), -1f, 1f);
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}
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_prevLocalFacing = f;
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_bankInit = true;
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break;
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}
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_bankSmoothed = math.lerp(_bankSmoothed, bankTarget, 1f - math.exp(-6f * dt));
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// --- LOCAL owner (CC velocity) ---
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var localJob = new LocalDriveJob
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{
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moveX = k_MoveX, moveZ = k_MoveZ, speed = k_Speed, isDead = k_IsDead,
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isAttacking = k_IsAttacking, isFiring = k_IsFiring, isDashing = k_IsDashing,
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comboStep = k_ComboStep, isCone = k_IsCone, abilityDb = abilityBlob,
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serverTick = serverTick, attackTicks = k_AttackAnimTicks,
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bank = k_Bank, bankValue = _bankSmoothed,
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strideScale = k_StrideScale, trudgeNaturalSpeed = math.max(0.5f, FeelConfig.TrudgeNaturalSpeed),
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runNaturalSpeed = math.max(0.5f, FeelConfig.RunNaturalSpeed),
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};
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Dependency = localJob.ScheduleParallel(Dependency);
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// --- REMOTE players (position-delta). Single-threaded write to the shared prevPos cache. ---
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var seen = new NativeParallelHashSet<Entity>(16, Allocator.TempJob);
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var remoteJob = new RemoteDriveJob
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{
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moveX = k_MoveX, moveZ = k_MoveZ, speed = k_Speed, isDead = k_IsDead,
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isAttacking = k_IsAttacking, isFiring = k_IsFiring, isDashing = k_IsDashing,
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comboStep = k_ComboStep, isCone = k_IsCone, abilityDb = abilityBlob,
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serverTick = serverTick, attackTicks = k_AttackAnimTicks,
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dt = dt,
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strideScale = k_StrideScale, trudgeNaturalSpeed = math.max(0.5f, FeelConfig.TrudgeNaturalSpeed),
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runNaturalSpeed = math.max(0.5f, FeelConfig.RunNaturalSpeed),
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prevPos = _prevPos,
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seen = seen,
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};
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Dependency = remoteJob.Schedule(Dependency); // .Schedule (not parallel): mutates _prevPos
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// Prune stale entries (despawned remotes) AFTER the job, on the main thread.
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Dependency.Complete();
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PruneCache(seen);
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seen.Dispose();
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}
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void PruneCache(NativeParallelHashSet<Entity> seen)
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{
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using var keys = _prevPos.GetKeyArray(Allocator.Temp);
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for (int i = 0; i < keys.Length; i++)
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if (!seen.Contains(keys[i])) _prevPos.Remove(keys[i]);
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}
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// The swing/fire tick-window predicates (SwingActive/FireActive/SocketFireAndCone) moved to
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// TickWindowMath (Simulation/Combat) 07-15 — shared verbatim with the predicted facing path
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// (PlayerAimSystem); this system passes k_AttackAnimTicks at the call sites.
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// LOCAL: GhostOwnerIsLocal ENABLED -> exactly the owned player. WithPresent<Dead> so alive
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// (Dead-disabled) players are visited. NOTE: GhostOwnerIsLocal as a WithAll filter respects the
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// enable bit; do NOT take it as an `in` parameter (that matches on presence -> drives remotes too).
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[BurstCompile]
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[WithAll(typeof(GhostOwnerIsLocal))]
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[WithPresent(typeof(Dead))]
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partial struct LocalDriveJob : IJobEntity
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{
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public FastAnimatorParameter bank;
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public float bankValue;
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public FastAnimatorParameter strideScale;
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public float trudgeNaturalSpeed;
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public float runNaturalSpeed;
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public FastAnimatorParameter moveX, moveZ, speed, isDead, isAttacking, isFiring, isDashing, comboStep, isCone;
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public BlobAssetReference<AbilityDatabaseBlob> abilityDb;
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public NetworkTick serverTick;
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public uint attackTicks;
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void Execute(
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AnimatorControllerParameterIndexTableComponent indexTable,
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DynamicBuffer<AnimatorControllerParameterComponent> parametersArr,
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in PlayerFacing facing,
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in EffectiveCharacterStats stats,
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in KinematicCharacterBody body,
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in MeleeCombo melee,
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in SocketCooldown socketCd,
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[ReadOnly] DynamicBuffer<AbilitySocket> sockets,
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[ReadOnly] DynamicBuffer<EffectiveSocketStats> effSockets,
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in DashState dashState,
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EnabledRefRO<Dead> dead)
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{
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var a = new AnimatorParametersAspect(parametersArr, indexTable);
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float3 p = AnimParamMath.LocomotionParams(body.RelativeVelocity, facing.Direction, stats.MoveSpeed);
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Write(ref a, p, dead.ValueRO, moveX, moveZ, speed, isDead);
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if (a.HasParameter(isAttacking)) a.SetParameterValue(isAttacking, TickWindowMath.SwingActive(melee, serverTick, attackTicks));
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TickWindowMath.SocketFireAndCone(socketCd, sockets, effSockets, abilityDb, serverTick, attackTicks, out bool firingL, out bool coneL);
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if (a.HasParameter(isFiring)) a.SetParameterValue(isFiring, firingL);
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// Dash lean: the LOCAL player's predicted DashState window [StartTick, IFrameUntilTick+tail).
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bool dashActive = false;
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if (dashState.StartTick != 0u && dashState.IFrameUntilTick != 0u && serverTick.IsValid)
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{
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var dStart = new NetworkTick(dashState.StartTick);
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var dEnd = new NetworkTick(TickUtil.NonZero(dashState.IFrameUntilTick + 6u));
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dashActive = dStart.IsValid && dEnd.IsValid && !dStart.IsNewerThan(serverTick) && dEnd.IsNewerThan(serverTick);
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}
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if (a.HasParameter(isDashing)) a.SetParameterValue(isDashing, dashActive);
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if (a.HasParameter(bank)) a.SetParameterValue(bank, bankValue);
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if (a.HasParameter(strideScale))
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a.SetParameterValue(strideScale, StrideScaleValue(math.length(body.RelativeVelocity.xz), stats.MoveSpeed, trudgeNaturalSpeed, runNaturalSpeed));
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if (a.HasParameter(comboStep)) a.SetParameterValue(comboStep, (int)melee.Step);
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if (a.HasParameter(isCone)) a.SetParameterValue(isCone, coneL);
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}
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}
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// REMOTE: GhostOwnerIsLocal DISABLED -> interpolated teammates. Velocity from LocalTransform.Position
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// delta (KinematicCharacterBody.RelativeVelocity is baked-zero on remotes, non-GhostField, owner-only).
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[BurstCompile]
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[WithDisabled(typeof(GhostOwnerIsLocal))]
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[WithPresent(typeof(Dead))]
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partial struct RemoteDriveJob : IJobEntity
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{
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public FastAnimatorParameter moveX, moveZ, speed, isDead, isAttacking, isFiring, isDashing, comboStep, isCone;
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public BlobAssetReference<AbilityDatabaseBlob> abilityDb;
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public NetworkTick serverTick;
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public uint attackTicks;
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public float dt;
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public FastAnimatorParameter strideScale;
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public float trudgeNaturalSpeed;
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public float runNaturalSpeed;
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public NativeParallelHashMap<Entity, float3> prevPos;
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public NativeParallelHashSet<Entity> seen;
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void Execute(
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Entity e,
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AnimatorControllerParameterIndexTableComponent indexTable,
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DynamicBuffer<AnimatorControllerParameterComponent> parametersArr,
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in LocalTransform xform,
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in PlayerFacing facing,
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in EffectiveCharacterStats stats,
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in MeleeCombo melee,
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in SocketCooldown socketCd,
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[ReadOnly] DynamicBuffer<AbilitySocket> sockets,
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[ReadOnly] DynamicBuffer<EffectiveSocketStats> effSockets,
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EnabledRefRO<Dead> dead)
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{
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seen.Add(e);
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float3 cur = xform.Position;
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float3 vel = float3.zero;
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if (prevPos.TryGetValue(e, out var prev))
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vel = (cur - prev) / dt;
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prevPos[e] = cur;
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var a = new AnimatorParametersAspect(parametersArr, indexTable);
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float3 p = AnimParamMath.LocomotionParams(vel, facing.Direction, stats.MoveSpeed);
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Write(ref a, p, dead.ValueRO, moveX, moveZ, speed, isDead);
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if (a.HasParameter(isAttacking)) a.SetParameterValue(isAttacking, TickWindowMath.SwingActive(melee, serverTick, attackTicks));
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TickWindowMath.SocketFireAndCone(socketCd, sockets, effSockets, abilityDb, serverTick, attackTicks, out bool firingR, out bool coneR);
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if (a.HasParameter(isFiring)) a.SetParameterValue(isFiring, firingR);
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if (a.HasParameter(isDashing)) a.SetParameterValue(isDashing, false); // DashState is not replicated to remotes
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if (a.HasParameter(strideScale))
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a.SetParameterValue(strideScale, StrideScaleValue(math.length(vel.xz), stats.MoveSpeed, trudgeNaturalSpeed, runNaturalSpeed));
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if (a.HasParameter(comboStep)) a.SetParameterValue(comboStep, (int)melee.Step);
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if (a.HasParameter(isCone)) a.SetParameterValue(isCone, coneR);
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}
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}
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// 07-16e: playback correction against the walk→run BLENDED natural — the two-ring gait tree picks
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// the clip; this keeps residual cadence honest between/beyond the rings. Pure, Burst-safe.
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static float StrideScaleValue(float planarSpeed, float maxSpeed, float walkNatural, float runNatural)
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{
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float maxSp = math.max(0.5f, maxSpeed);
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float walkRing = walkNatural / maxSp;
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float t = math.saturate((planarSpeed / maxSp - walkRing) / math.max(0.05f, 1f - walkRing));
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float natural = math.lerp(walkNatural, runNatural, t);
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return math.clamp(planarSpeed / math.max(0.3f, natural), 0.6f, 2.2f);
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}
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// ParameterValue has implicit float/bool operators -> SetParameterValue(key, float) / (key, bool) compile.
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static void Write(ref AnimatorParametersAspect a, float3 p, bool isDeadVal,
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FastAnimatorParameter moveX, FastAnimatorParameter moveZ,
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FastAnimatorParameter speed, FastAnimatorParameter isDead)
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{
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if (a.HasParameter(moveX)) a.SetParameterValue(moveX, p.x);
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if (a.HasParameter(moveZ)) a.SetParameterValue(moveZ, p.y);
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if (a.HasParameter(speed)) a.SetParameterValue(speed, p.z);
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if (a.HasParameter(isDead)) a.SetParameterValue(isDead, isDeadVal);
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}
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}
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}
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