Files
Project-M/Assets/_Project/Scripts/Simulation/Player/PlayerAimSystem.cs
T
kronic e362aaeb43 Import art/VFX asset packs + game-feel systems; normalize texture extensions to lowercase for LFS
Add BefourStudios SciFi environment packs, Gabriel Aguiar VFX, and the
ShaderCrew Toon Shader embedded packages, plus combat/enemy/wave/death
gameplay systems and supporting vault docs/screenshots.

Rename 11 vendor textures from uppercase .PNG/.HDR to lowercase so the
case-sensitive Git LFS filters (*.png/*.hdr) match on case-sensitive
filesystems (Linux CI, case-sensitive macOS), not just locally where
core.ignorecase=true masks the gap. Each .meta moved with its asset so
GUID references are preserved. All ~1000 binaries tracked via LFS.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-02 22:50:43 -07:00

42 lines
1.6 KiB
C#

using Unity.Burst;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Simulation
{
/// <summary>
/// Predicted aim/facing: writes <see cref="PlayerFacing"/> from twin-stick Aim, falling back to
/// the movement direction when Aim is zero (controller-first directional aim). Also turns the
/// ghost transform toward the facing direction for top-down presentation. When there is no input
/// this tick the previous facing is held. Deterministic (pure math); filtered to
/// <see cref="Simulate"/> so it runs only for predicted ghosts.
/// </summary>
[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
[BurstCompile]
public partial struct PlayerAimSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
foreach (var (facing, transform, input) in
SystemAPI.Query<RefRW<PlayerFacing>, RefRW<LocalTransform>, RefRO<PlayerInput>>()
.WithAll<Simulate>().WithDisabled<Dead>())
{
float2 aim = input.ValueRO.Aim;
if (math.lengthsq(aim) < 1e-6f)
aim = input.ValueRO.Move; // fall back to movement heading
if (math.lengthsq(aim) < 1e-6f)
continue; // no input this tick: keep last facing
aim = math.normalize(aim);
facing.ValueRW.Direction = aim;
float3 forward = new float3(aim.x, 0f, aim.y);
transform.ValueRW.Rotation = quaternion.LookRotationSafe(forward, math.up());
}
}
}
}