ba303e5fd0
- StructureCatalogAuthoring: WallCostOre -> WallCostBiomass (it bakes a Biomass cost; [FormerlySerializedAs] preserves the scene value). - Harvester/Fabricator authoring: resource-id byte defaults reference ResourceId.Ore/.Charge instead of magic 2/4. - RegionMath.RegionBoundaryX (= ExpeditionOffsetX*0.5) single-sources the region-flip X used by HudSystem + OnboardingSystem (was 500f in 3 places). - CharacterComponent.DefaultGroundedSharpness single-sources the CC sharpness 15f (GetDefault, DashSystem, PlayerDeathStateSystem, PlayerCharacterAuthoring). - InventorySlot [InternalBufferCapacity] references Tuning.InventoryMaxSlots. - ConnectionMode enum -> byte-const class (project convention; removes the latent enum-in-Burst trap); field + one Seed() param become byte. - Tuning.ChargerWindupTicks single-sources the Charger telegraph windup (EnemyBaker + TuningConfig.Defaults; was a bare 30 that could drift). - (TicksPerSecond deliberately NOT added: no seconds->ticks conversion site exists; the tick-count fields are per-authoring designer tunables, so a const would be unreferenced.) 451/451 EditMode tests pass. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
53 lines
2.5 KiB
C#
53 lines
2.5 KiB
C#
using System;
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using Unity.CharacterController;
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using Unity.Entities;
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using Unity.Mathematics;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Tunables for the top-down kinematic character (M5b: Unity Character Controller package). Twin-stick /
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/// planar: NO jump, NO air control, NO gravity, NO view pitch. The per-tick target speed comes from the
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/// data-driven <see cref="EffectiveCharacterStats.MoveSpeed"/> via <see cref="PlayerControlSystem"/>; this
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/// component only carries the smoothing sharpness + step/slope handling the CC processor needs. Authored
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/// on the player prefab by <c>PlayerCharacterAuthoring</c>. Not a ghost — movement replicates through the
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/// owner-predicted LocalTransform (re-simulated on the owner, interpolated on remotes).
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/// </summary>
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[Serializable]
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public struct CharacterComponent : IComponentData
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{
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/// <summary>The CC's default grounded-movement smoothing sharpness — the single source for GetDefault, the
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/// authoring default, DashSystem's base, and the death-state reset.</summary>
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public const float DefaultGroundedSharpness = 15f;
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/// <summary>How quickly RelativeVelocity is lerped toward the target velocity on the ground.</summary>
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public float GroundedMovementSharpness;
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/// <summary>Step/slope handling params (defaults; planar ground so mostly inert).</summary>
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public BasicStepAndSlopeHandlingParameters StepAndSlopeHandling;
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public static CharacterComponent GetDefault()
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{
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return new CharacterComponent
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{
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GroundedMovementSharpness = DefaultGroundedSharpness,
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StepAndSlopeHandling = BasicStepAndSlopeHandlingParameters.GetDefault(),
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};
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}
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}
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/// <summary>
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/// Per-tick, NON-replicated control for the CC processor, derived each predicted tick from the replicated
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/// <see cref="PlayerInput"/> by <see cref="PlayerControlSystem"/>. Derived (not authored, not a ghost): a
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/// pure function of replicated input + recomputed stats, so it reproduces identically on server, owning
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/// client, and across rollback re-simulation.
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/// </summary>
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[Serializable]
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public struct CharacterControl : IComponentData
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{
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/// <summary>World-space desired velocity (already scaled by MoveSpeed, Y == 0). The processor lerps
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/// RelativeVelocity toward this each tick.</summary>
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public float3 MoveVelocity;
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}
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}
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