137 lines
6.9 KiB
C#
137 lines
6.9 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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// ---- 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 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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[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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// 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 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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}
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}
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}
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