b7db292987
Four clips authored programmatically in Blender on the PolygonSyntyCharacter skeleton (full-body keys per pose, numeric world-space verification of the fall: hips 0.88->0.14m) and exported per-action FBX (Key All Bones, Force Start/End Keying, FBX Units Scale). Imported as HUMANOID - the project's pipeline is Human rigs (CharactersAvatar isHuman=true; CLAUDE.md's 'Generic' note was stale), so muscle-space retargeting plays these on the player AND every monster rig with zero bone-path matching. CopyFromOther failed on the Blender-added 'Armature' node (hierarchy mismatch) -> CreateFromThisModel; root motion fully baked into pose (the CC owns the transform). - A_Death_FallBack (0.90s = exactly the 54-tick corpse window): recoil -> fall -> flat on the back -> settle. Wired as the Death state on BOTH controllers, replacing the crouch-idle placeholder. - A_Fire_OneHand (0.4s): new IsFiring param + Fire state on the player controller; PlayerAnimationDriveSystem routes FireActive to it (melee owns IsAttacking again). - A_Dash_Lean (0.33s): new IsDashing param + Dash state; driven from the local player's predicted DashState window (not replicated -> remotes skip). - A_HitReact (0.27s): imported + avatar'd, wiring deferred (needs a replicated hit-tick source; body flash covers the read today). 456/456 EditMode; Play-validated: forced IsDead renders the soldier flat on the ground in-game (Blender->FBX->Humanoid->Rukhanka chain proven), Fire state enters and plays; console clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
231 lines
13 KiB
C#
231 lines
13 KiB
C#
using ProjectM.Simulation;
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using Rukhanka; // FastAnimatorParameter, AnimatorParametersAspect, ParameterValue,
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// AnimatorControllerParameterComponent, AnimatorControllerParameterIndexTableComponent,
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// RukhankaAnimationSystemGroup
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode; // GhostOwnerIsLocal, NetworkTime, NetworkTick
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using Unity.Transforms; // LocalTransform
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using Unity.CharacterController; // KinematicCharacterBody
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-only animation driver. OBSERVES authoritative/replicated state and writes Rukhanka animator
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/// blend params; never mutates the sim (presentation-only). Runs once/frame in the client/local world,
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/// BEFORE Rukhanka evaluates the controller this frame (same-frame, no 1-tick lag). NOTE: this lands in
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/// SimulationSystemGroup (via UpdateBefore the Rukhanka group, which itself has no UpdateInGroup), a
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/// deliberate, documented exception to the project's "all juice = PresentationSystemGroup" rule -- the
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/// params MUST be set before Rukhanka's same-frame controller eval (see DR-022).
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///
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/// Drives MoveX/MoveZ/Speed/IsDead from locomotion + IsDead, plus IsAttacking (MC-4) pulsed from the
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/// replicated <see cref="MeleeCombo"/> swing window so the AC_PlayerTopDown MeleeSwing state plays per swing.
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///
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/// Two paths:
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/// LOCAL (owner-predicted, GhostOwnerIsLocal ENABLED): realized CC RelativeVelocity (wall-aware).
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/// REMOTE (interpolated, GhostOwnerIsLocal DISABLED): KinematicCharacterBody is NOT a [GhostField] and
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/// the CC processor is owner-only, so RelativeVelocity stays baked-zero on remotes -> derive
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/// planar velocity from replicated LocalTransform.Position deltas. PlayerFacing.Direction is a
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/// [GhostField] (valid on remotes); EffectiveCharacterStats.MoveSpeed is derived locally each
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/// tick by StatRecomputeSystem (present on remotes). MeleeCombo replicates so teammates' swings
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/// animate too. Cache prevPos per Entity, prune each frame.
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation | WorldSystemFilterFlags.ClientSimulation)]
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[UpdateBefore(typeof(RukhankaAnimationSystemGroup))]
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[RequireMatchingQueriesForUpdate]
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public partial class PlayerAnimationDriveSystem : SystemBase
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{
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// Perfect-hash keys, built once (managed string ctor). Names MUST match AC_PlayerTopDown.controller
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// parameter names exactly. Immutable readonly hashes -> domain-reload safe.
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static readonly FastAnimatorParameter k_MoveX = new FastAnimatorParameter("MoveX");
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static readonly FastAnimatorParameter k_MoveZ = new FastAnimatorParameter("MoveZ");
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static readonly FastAnimatorParameter k_Speed = new FastAnimatorParameter("Speed");
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static readonly FastAnimatorParameter k_IsDead = new FastAnimatorParameter("IsDead");
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static readonly FastAnimatorParameter k_IsAttacking = new FastAnimatorParameter("IsAttacking");
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static readonly FastAnimatorParameter k_IsFiring = new FastAnimatorParameter("IsFiring"); // Blender-authored A_Fire_OneHand (B7)
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static readonly FastAnimatorParameter k_IsDashing = new FastAnimatorParameter("IsDashing"); // Blender-authored A_Dash_Lean (local player only - DashState is not replicated)
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// Ticks after a swing-start that IsAttacking stays true (drives the MeleeSwing state). Kept < the swing lock
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// (MeleeRecoverTicks ~16) so a CHAINED swing re-pulses the bool false->true and re-triggers the Any State
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// transition per hit. ~0.22s @ 60Hz. Presentation-only.
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const uint k_AttackAnimTicks = 13;
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// Remote prevPos cache (per ghost Entity). Pruned every frame (a vanished remote = a despawn).
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NativeParallelHashMap<Entity, float3> _prevPos;
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protected override void OnCreate()
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{
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_prevPos = new NativeParallelHashMap<Entity, float3>(16, Allocator.Persistent);
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}
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protected override void OnDestroy()
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{
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if (_prevPos.IsCreated) _prevPos.Dispose();
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}
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protected override void OnUpdate()
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{
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float dt = SystemAPI.Time.DeltaTime; // wall-frame delta is correct for presentation
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if (dt < 1e-5f) dt = 1e-5f;
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// Current authoritative tick for the swing-window check (default = invalid -> IsAttacking stays false).
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NetworkTick serverTick = SystemAPI.TryGetSingleton<NetworkTime>(out var nt) ? nt.ServerTick : default;
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// --- LOCAL owner (CC velocity) ---
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var localJob = new LocalDriveJob
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{
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moveX = k_MoveX, moveZ = k_MoveZ, speed = k_Speed, isDead = k_IsDead,
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isAttacking = k_IsAttacking, isFiring = k_IsFiring, isDashing = k_IsDashing,
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serverTick = serverTick, attackTicks = k_AttackAnimTicks,
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};
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Dependency = localJob.ScheduleParallel(Dependency);
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// --- REMOTE players (position-delta). Single-threaded write to the shared prevPos cache. ---
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var seen = new NativeParallelHashSet<Entity>(16, Allocator.TempJob);
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var remoteJob = new RemoteDriveJob
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{
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moveX = k_MoveX, moveZ = k_MoveZ, speed = k_Speed, isDead = k_IsDead,
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isAttacking = k_IsAttacking, isFiring = k_IsFiring, isDashing = k_IsDashing,
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serverTick = serverTick, attackTicks = k_AttackAnimTicks,
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dt = dt,
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prevPos = _prevPos,
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seen = seen,
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};
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Dependency = remoteJob.Schedule(Dependency); // .Schedule (not parallel): mutates _prevPos
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// Prune stale entries (despawned remotes) AFTER the job, on the main thread.
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Dependency.Complete();
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PruneCache(seen);
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seen.Dispose();
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}
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void PruneCache(NativeParallelHashSet<Entity> seen)
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{
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using var keys = _prevPos.GetKeyArray(Allocator.Temp);
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for (int i = 0; i < keys.Length; i++)
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if (!seen.Contains(keys[i])) _prevPos.Remove(keys[i]);
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}
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// True while now is within [SwingStartTick, SwingStartTick + animTicks) -- a per-swing pulse that re-triggers
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// on each chained swing. NetworkTick arithmetic (wrap-safe). Presentation-only, Burst-safe.
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static bool SwingActive(in MeleeCombo mc, NetworkTick serverTick, uint animTicks)
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{
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if (mc.SwingStartTick == 0u || !serverTick.IsValid) return false;
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var start = new NetworkTick(mc.SwingStartTick);
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var end = new NetworkTick(TickUtil.NonZero(mc.SwingStartTick + animTicks));
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return start.IsValid && end.IsValid && !start.IsNewerThan(serverTick) && end.IsNewerThan(serverTick);
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}
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// B7: the class FIRE ability finally plays a body animation - a stateless window derived from the
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// replicated AbilityCooldown ([GhostField] NextFireTick) minus the locally-derived CooldownTicks
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// (EffectiveAbilityStats recomputes identically on every world), so it works for the predicted local
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// player AND interpolated remotes with no cached edges (review B7: edge-caches false-fire on
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// relevancy/join/rollback). Reuses the swing clip until a dedicated fire clip exists.
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static bool FireActive(uint nextFireRaw, int cooldownTicks, NetworkTick serverTick, uint animTicks)
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{
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if (nextFireRaw == 0u || cooldownTicks <= 0 || !serverTick.IsValid) return false;
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uint startRaw = TickUtil.NonZero(nextFireRaw - (uint)cooldownTicks);
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var start = new NetworkTick(startRaw);
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var end = new NetworkTick(TickUtil.NonZero(startRaw + animTicks));
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return start.IsValid && end.IsValid && !start.IsNewerThan(serverTick) && end.IsNewerThan(serverTick);
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}
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// LOCAL: GhostOwnerIsLocal ENABLED -> exactly the owned player. WithPresent<Dead> so alive
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// (Dead-disabled) players are visited. NOTE: GhostOwnerIsLocal as a WithAll filter respects the
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// enable bit; do NOT take it as an `in` parameter (that matches on presence -> drives remotes too).
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[BurstCompile]
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[WithAll(typeof(GhostOwnerIsLocal))]
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[WithPresent(typeof(Dead))]
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partial struct LocalDriveJob : IJobEntity
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{
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public FastAnimatorParameter moveX, moveZ, speed, isDead, isAttacking, isFiring, isDashing;
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public NetworkTick serverTick;
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public uint attackTicks;
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void Execute(
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AnimatorControllerParameterIndexTableComponent indexTable,
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DynamicBuffer<AnimatorControllerParameterComponent> parametersArr,
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in PlayerFacing facing,
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in EffectiveCharacterStats stats,
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in KinematicCharacterBody body,
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in MeleeCombo melee,
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in AbilityCooldown fireCooldown,
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in EffectiveAbilityStats abilityStats,
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in DashState dashState,
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EnabledRefRO<Dead> dead)
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{
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var a = new AnimatorParametersAspect(parametersArr, indexTable);
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float3 p = AnimParamMath.LocomotionParams(body.RelativeVelocity, facing.Direction, stats.MoveSpeed);
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Write(ref a, p, dead.ValueRO, moveX, moveZ, speed, isDead);
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if (a.HasParameter(isAttacking)) a.SetParameterValue(isAttacking, SwingActive(melee, serverTick, attackTicks));
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if (a.HasParameter(isFiring)) a.SetParameterValue(isFiring,
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FireActive(fireCooldown.NextFireTick, abilityStats.CooldownTicks, serverTick, attackTicks));
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// Dash lean: the LOCAL player's predicted DashState window [StartTick, IFrameUntilTick+tail).
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bool dashActive = false;
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if (dashState.StartTick != 0u && dashState.IFrameUntilTick != 0u && serverTick.IsValid)
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{
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var dStart = new NetworkTick(dashState.StartTick);
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var dEnd = new NetworkTick(TickUtil.NonZero(dashState.IFrameUntilTick + 6u));
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dashActive = dStart.IsValid && dEnd.IsValid && !dStart.IsNewerThan(serverTick) && dEnd.IsNewerThan(serverTick);
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}
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if (a.HasParameter(isDashing)) a.SetParameterValue(isDashing, dashActive);
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}
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}
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// REMOTE: GhostOwnerIsLocal DISABLED -> interpolated teammates. Velocity from LocalTransform.Position
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// delta (KinematicCharacterBody.RelativeVelocity is baked-zero on remotes, non-GhostField, owner-only).
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[BurstCompile]
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[WithDisabled(typeof(GhostOwnerIsLocal))]
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[WithPresent(typeof(Dead))]
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partial struct RemoteDriveJob : IJobEntity
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{
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public FastAnimatorParameter moveX, moveZ, speed, isDead, isAttacking, isFiring, isDashing;
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public NetworkTick serverTick;
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public uint attackTicks;
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public float dt;
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public NativeParallelHashMap<Entity, float3> prevPos;
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public NativeParallelHashSet<Entity> seen;
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void Execute(
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Entity e,
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AnimatorControllerParameterIndexTableComponent indexTable,
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DynamicBuffer<AnimatorControllerParameterComponent> parametersArr,
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in LocalTransform xform,
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in PlayerFacing facing,
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in EffectiveCharacterStats stats,
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in MeleeCombo melee,
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in AbilityCooldown fireCooldown,
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in EffectiveAbilityStats abilityStats,
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EnabledRefRO<Dead> dead)
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{
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seen.Add(e);
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float3 cur = xform.Position;
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float3 vel = float3.zero;
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if (prevPos.TryGetValue(e, out var prev))
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vel = (cur - prev) / dt;
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prevPos[e] = cur;
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var a = new AnimatorParametersAspect(parametersArr, indexTable);
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float3 p = AnimParamMath.LocomotionParams(vel, facing.Direction, stats.MoveSpeed);
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Write(ref a, p, dead.ValueRO, moveX, moveZ, speed, isDead);
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if (a.HasParameter(isAttacking)) a.SetParameterValue(isAttacking, SwingActive(melee, serverTick, attackTicks));
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if (a.HasParameter(isFiring)) a.SetParameterValue(isFiring,
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FireActive(fireCooldown.NextFireTick, abilityStats.CooldownTicks, serverTick, attackTicks));
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if (a.HasParameter(isDashing)) a.SetParameterValue(isDashing, false); // DashState is not replicated to remotes
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}
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}
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// ParameterValue has implicit float/bool operators -> SetParameterValue(key, float) / (key, bool) compile.
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static void Write(ref AnimatorParametersAspect a, float3 p, bool isDeadVal,
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FastAnimatorParameter moveX, FastAnimatorParameter moveZ,
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FastAnimatorParameter speed, FastAnimatorParameter isDead)
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{
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if (a.HasParameter(moveX)) a.SetParameterValue(moveX, p.x);
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if (a.HasParameter(moveZ)) a.SetParameterValue(moveZ, p.y);
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if (a.HasParameter(speed)) a.SetParameterValue(speed, p.z);
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if (a.HasParameter(isDead)) a.SetParameterValue(isDead, isDeadVal);
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}
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}
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}
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