a4edf7a03b
Rebuild the in-game HUD on UI Toolkit (HudUi/HudSystem, Aether palette) consistent with the menu; build-palette bar (BuildPaletteState) drives cursor->cell ground-ghost preview (green/red via BuildPreviewMath), left-click place / right-click cancel / rotate; fire suppressed in build mode; combat juice restyle. +4 BuildPreviewMath EditMode tests. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
227 lines
9.7 KiB
C#
227 lines
9.7 KiB
C#
using System.Collections.Generic;
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using ProjectM.Simulation;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode;
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using Unity.Transforms;
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using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-only WORLD JUICE for harvesting resource nodes + smashing Blight clutter. A managed presentation
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/// system (SystemBase, main thread, NO Burst) in <see cref="PresentationSystemGroup"/> that REACTS to
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/// replicated state — it never runs simulation. Each frame it edge-detects every node/clutter ghost's
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/// replicated <c>Remaining</c>: a decrease spawns a small tinted chip burst + soft SFX; a despawn (the server
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/// destroyed it — depletion or shatter) spawns a clear burst + SFX, and clutter adds a camera punch (the
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/// "carve through the frontier" smash). A PROXIMITY GATE suppresses the prune VFX unless the despawned
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/// entity's last position was near the local player, so the region-transit despawn storm at +1000 X stays
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/// silent off-camera (GhostRelevancy drops every expedition ghost at once when the player walks home).
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/// Procedural particles + procedural SFX (mirrors CombatFeedbackSystem; self-contained); knobs live in
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/// <see cref="WorldFeelConfig"/>. Never destroys a ghost — GhostDespawnSystem owns despawn; we only OBSERVE.
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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[UpdateInGroup(typeof(PresentationSystemGroup))]
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public partial class WorldFeedbackSystem : SystemBase
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{
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struct Cache { public int Remaining; public float3 Pos; public bool IsClutter; public Color Tint; }
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readonly Dictionary<Entity, Cache> _cache = new();
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readonly HashSet<Entity> _seen = new();
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readonly List<Entity> _stale = new();
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Transform _fxRoot;
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ParticleSystem _chipFx;
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ParticleSystem _clearFx;
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AudioClip _chipClip;
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AudioClip _clearClip;
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protected override void OnCreate()
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{
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_chipClip = MakeClip("harvest_chip", 900f, 1400f, 0.06f, 0.30f);
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_clearClip = MakeClip("clutter_clear", 420f, 90f, 0.22f, 0.50f);
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}
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protected override void OnStartRunning()
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{
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if (_fxRoot != null) return;
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_fxRoot = new GameObject("~WorldFeedbackFX").transform;
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var mat = MakeParticleMaterial();
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_chipFx = MakeBurst("HarvestChips", mat, new Color(2.6f, 1.9f, 0.7f), 0.10f, 5f, 0.30f, 256);
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_clearFx = MakeBurst("ClutterClear", mat, new Color(3.0f, 1.1f, 0.25f), 0.16f, 7f, 0.45f, 512);
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}
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protected override void OnDestroy()
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{
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if (_fxRoot != null) Object.Destroy(_fxRoot.gameObject);
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}
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protected override void OnUpdate()
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{
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if (!WorldFeelConfig.Enabled) { _cache.Clear(); return; }
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// Complete predicted/interpolation jobs writing these before the main-thread reads.
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EntityManager.CompleteDependencyBeforeRO<ResourceNode>();
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EntityManager.CompleteDependencyBeforeRO<BlightClutter>();
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EntityManager.CompleteDependencyBeforeRO<LocalTransform>();
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// Local player position (for the proximity gate).
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bool haveLocal = false;
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float3 localPos = default;
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foreach (var xf in SystemAPI.Query<RefRO<LocalTransform>>().WithAll<GhostOwnerIsLocal, PlayerTag>())
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{
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localPos = xf.ValueRO.Position;
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haveLocal = true;
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}
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_seen.Clear();
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// Resource nodes — chip on depletion.
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foreach (var (node, xf, e) in
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SystemAPI.Query<RefRO<ResourceNode>, RefRO<LocalTransform>>().WithEntityAccess())
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{
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_seen.Add(e);
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Observe(e, node.ValueRO.Remaining, xf.ValueRO.Position, false, TintForResource(node.ValueRO.ResourceId));
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}
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// Blight clutter — chip on damage.
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foreach (var (clutter, xf, e) in
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SystemAPI.Query<RefRO<BlightClutter>, RefRO<LocalTransform>>().WithEntityAccess())
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{
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_seen.Add(e);
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Observe(e, clutter.ValueRO.Remaining, xf.ValueRO.Position, true, WorldFeelConfig.WildTint);
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}
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// Prune: a despawn = the server destroyed it (node depleted / clutter shattered). Gate on proximity so
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// a region-transit despawn storm (every expedition ghost dropped at once, far at +1000 X) stays silent.
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if (_cache.Count != _seen.Count)
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{
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_stale.Clear();
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foreach (var kv in _cache)
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if (!_seen.Contains(kv.Key)) _stale.Add(kv.Key);
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float rangeSq = WorldFeelConfig.ProximityRange * WorldFeelConfig.ProximityRange;
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for (int i = 0; i < _stale.Count; i++)
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{
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var c = _cache[_stale[i]];
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if (haveLocal && math.distancesq(c.Pos, localPos) <= rangeSq)
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{
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EmitTinted(_clearFx, (Vector3)c.Pos + Vector3.up * 0.6f, WorldFeelConfig.ClearBurstCount, c.Tint);
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PlayClip(_clearClip, (Vector3)c.Pos, WorldFeelConfig.ClearSfxVolume);
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if (c.IsClutter)
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{
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PrototypeCameraRig.PunchFov(WorldFeelConfig.ClearFovKick, 90f);
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PrototypeCameraRig.AddShake(WorldFeelConfig.ClearShake);
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}
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}
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_cache.Remove(_stale[i]);
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}
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}
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}
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void Observe(Entity e, int remaining, float3 pos, bool isClutter, Color tint)
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{
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if (_cache.TryGetValue(e, out var prev) && remaining < prev.Remaining)
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{
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EmitTinted(_chipFx, (Vector3)pos + Vector3.up * 0.6f, WorldFeelConfig.ChipBurstCount, tint);
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PlayClip(_chipClip, (Vector3)pos, WorldFeelConfig.ChipSfxVolume);
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}
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_cache[e] = new Cache { Remaining = remaining, Pos = pos, IsClutter = isClutter, Tint = tint };
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}
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static Color TintForResource(byte resourceId)
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{
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if (resourceId == ResourceId.Ore) return WorldFeelConfig.OreTint;
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if (resourceId == ResourceId.Biomass) return WorldFeelConfig.BiomassTint;
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return WorldFeelConfig.WildTint; // Aether + default
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}
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// ---- procedural particles + SFX (mirrors CombatFeedbackSystem; self-contained) ----
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static void EmitTinted(ParticleSystem ps, Vector3 pos, int count, Color tint)
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{
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if (ps == null) return;
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var main = ps.main;
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main.startColor = tint;
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ps.transform.position = pos;
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ps.Emit(count);
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}
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static Material MakeParticleMaterial()
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{
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Shader sh = Shader.Find("Sprites/Default");
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if (sh == null) sh = Shader.Find("Universal Render Pipeline/Particles/Unlit");
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if (sh == null) sh = Shader.Find("Unlit/Color");
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return new Material(sh) { name = "WorldFeedbackParticle" };
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}
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ParticleSystem MakeBurst(string name, Material mat, Color color, float size, float speed, float life, int max)
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{
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var go = new GameObject(name);
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go.transform.SetParent(_fxRoot, false);
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var ps = go.AddComponent<ParticleSystem>();
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var main = ps.main;
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main.loop = false;
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main.playOnAwake = false;
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main.startLifetime = life;
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main.startSpeed = speed;
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main.startSize = size;
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main.startColor = color;
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main.maxParticles = max;
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main.gravityModifier = 0.25f;
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main.simulationSpace = ParticleSystemSimulationSpace.World;
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var emission = ps.emission;
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emission.enabled = false; // manual Emit(count)
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var shape = ps.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Sphere;
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shape.radius = 0.10f;
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var colOverLife = ps.colorOverLifetime;
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colOverLife.enabled = true;
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var grad = new Gradient();
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grad.SetKeys(
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new[] { new GradientColorKey(Color.white, 0f), new GradientColorKey(Color.white, 1f) },
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new[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(0f, 1f) });
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colOverLife.color = new ParticleSystem.MinMaxGradient(grad);
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var sizeOverLife = ps.sizeOverLifetime;
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sizeOverLife.enabled = true;
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sizeOverLife.size = new ParticleSystem.MinMaxCurve(1f, AnimationCurve.Linear(0f, 1f, 1f, 0.2f));
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var renderer = ps.GetComponent<ParticleSystemRenderer>();
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renderer.material = mat;
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renderer.renderMode = ParticleSystemRenderMode.Billboard;
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return ps;
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}
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static AudioClip MakeClip(string name, float f0, float f1, float dur, float vol)
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{
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const int rate = 44100;
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int len = Mathf.Max(16, (int)(dur * rate));
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var clip = AudioClip.Create(name, len, 1, rate, false);
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var data = new float[len];
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float phase = 0f;
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for (int i = 0; i < len; i++)
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{
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float t = i / (float)len;
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float env = Mathf.Exp(-5f * t);
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float freq = Mathf.Lerp(f0, f1, t);
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phase += 2f * Mathf.PI * freq / rate;
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data[i] = Mathf.Sin(phase) * env * vol;
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}
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clip.SetData(data, 0);
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return clip;
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}
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static void PlayClip(AudioClip clip, Vector3 pos, float vol)
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{
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if (clip == null) return;
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AudioSource.PlayClipAtPoint(clip, pos, vol * GameVolume.Sfx);
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}
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}
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}
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