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Project-M/Assets/_Project/Scripts/Simulation/Player/PlayerInput.cs
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kronic 3409c53148 Combat: MC-4 combo-chain melee as the primary verb (DR-030)
Melee combo (left-click / pad-West) becomes the player's primary verb; the ranged projectile is demoted to right-click / pad-left-trigger. Predicted, owner-replicated combo Step (path-dependent -> [GhostField] anchor + absolute-write idempotency, NOT derived like the dash), server-only cleave mirroring ProjectileDamageSystem (SourceTick-stamped DamageEvent + KnockbackState), dash-cancellable movement-commit, 9 live TuningConfig knobs, and swing juice scaling with the combo step. The MC-6 archetype byte is deferred (the melee is its own verb). See DR-030.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 17:22:57 -07:00

47 lines
2.5 KiB
C#

using Unity.Collections;
using Unity.Mathematics;
using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// Twin-stick player input (server-authoritative, input-only clients). Gathered once per frame
/// on the owning client in <see cref="GhostInputSystemGroup"/> and streamed to the server via
/// AutoCommandTarget. Netcode source-gen produces InputBufferData<PlayerInput> plus the
/// copy/apply systems from this type. The [GhostField]s let remote owners be predicted; the
/// data replays deterministically under rollback.
/// </summary>
public struct PlayerInput : IInputComponentData
{
/// <summary>WASD / left-stick movement, normalized to roughly -1..1 per axis.</summary>
[GhostField(Quantization = 1000)] public float2 Move;
/// <summary>Right-stick / cursor aim direction (normalized). Zero => face movement direction.</summary>
[GhostField(Quantization = 1000)] public float2 Aim;
/// <summary>Primary ability fire. InputEvent survives the frame→tick→rollback boundary so a press fires exactly once.</summary>
[GhostField] public InputEvent Fire;
/// <summary>Dodge dash. InputEvent twin of <see cref="Fire"/>: survives the frame-tick-rollback boundary
/// so one press dashes exactly once; read by the predicted DashSystem (MC-1).</summary>
[GhostField] public InputEvent Dash;
/// <summary>Melee combo attack (MC-4) - the player's PRIMARY verb. InputEvent twin of Fire/Dash: one press =
/// one swing attempt across the frame->tick->rollback boundary; read by the predicted MeleeComboSystem.</summary>
[GhostField] public InputEvent Attack;
/// <summary>Active input scheme this tick (<see cref="InputSchemeId"/>: 0 = mouse/keyboard, 1 = gamepad).
/// The server reads it so the auto-target assist applies only to gamepad shots; precise mouse aim is left
/// exact. A byte (not an enum): it is compared inside the Burst-compiled <c>AbilityFireSystem</c>.</summary>
[GhostField] public byte Scheme;
public FixedString512Bytes ToFixedString()
{
var s = new FixedString512Bytes();
s.Append(Move.x); s.Append(','); s.Append(Move.y); s.Append(';');
s.Append(Aim.x); s.Append(','); s.Append(Aim.y); s.Append(';');
s.Append(Fire.Count); s.Append(';'); s.Append(Scheme); s.Append(';'); s.Append(Dash.Count); s.Append(';'); s.Append(Attack.Count);
return s;
}
}
}