e32dadbc66
Completes the Combat Depth slice on top of the MC-2 server spine (56cf60cce):
MC-3 impact juice (client, observe-only):
- 7 FeelConfig fields + ResetDefaults; magnitude-scaled player-dealt-hit camera
PunchFov on the enemy-Health-decrease edge (camera-only hit-stop, never timeScale).
- Spitter Kind==2 aim-LANE telegraph (BuildLaneMesh) — reads baked SpitterState
client-side, falls back to a fixed length. True freeze + material flash deferred.
Content / wiring:
- SpitterProjectilePrefabAuthoring (the SpitterProjectilePrefab singleton).
- Both directors rebuilt to a 4-entry KIND-INDEXED roster [Grunt,Charger,Spitter,
Swarmer] + mix/MaxAlive config + the SpitterProjectileConfig singleton in the subscene.
- Real rigged models: EnemySpitter (re-skinned Kaiju, ranged poker) + EnemySwarmerUndead
(Undead-Werewolf, fast/low-HP); grunt/charger keep Werewolf/ChargerMuscle. EnemySpit =
ownerless interpolated ghost (no Health, no collider).
Post-impl adversarial review fixes (wf_febdcfdb-665):
- [MED] in-band fire gate: the Spitter committed its telegraph from ANY range (fired while
advancing from far). Now commits only when sInBand || sCornered (gives CorneredRange a
real read site) — a Spitter out-of-band holds fire and repositions.
- [LOW] EnemyProjectileDamageSystem early-returns on !ServerTick.IsValid (sibling parity).
- [LOW] EnemyAuthoring bake-time guard: errors if a prefab composes both Charger+Spitter
(would match zero AI passes -> never move).
- [LOW] tests: Spitter brain fires from Expedition (kills the Base==0 region false-green);
a direct partition-exclusion test replaces the order-masked claim; added out-of-band +
cornered negative tests.
388/388 EditMode green + two Play smokes (clean boot, fire, swept-hit, region, server==
client; rigged Kaiju spitter bakes + fires with zero console errors). Accepted as-is
(documented in DR-041): global spit soft-cap, co-op punch attribution.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
37 lines
1.8 KiB
C#
37 lines
1.8 KiB
C#
using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// MC-2 — authoring for the <see cref="SpitterProjectilePrefab"/> subscene singleton. Place ONE on a GameObject in
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/// the gameplay subscene; the server EnemyAISystem Spitter pass reads it via <c>GetSingleton</c> to know which spit
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/// ghost to instantiate and the concurrent soft-cap. The referenced prefab is the EnemyProjectile ghost
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/// (EnemyProjectileAuthoring); MaxLiveProjectiles bounds the relevancy loop — a Spitter at/over the cap soft-fails
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/// its shot (no cooldown burn). The carrying entity has no transform; only the referenced prefab needs one.
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/// </summary>
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public class SpitterProjectilePrefabAuthoring : MonoBehaviour
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{
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[Tooltip("The EnemyProjectile ghost prefab that Spitters fire (must carry EnemyProjectileAuthoring + an interpolated GhostAuthoringComponent).")]
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public GameObject ProjectilePrefab;
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[Min(1), Tooltip("Max concurrent live spit projectiles across all Spitters (soft-cap; over it a Spitter soft-fails its shot).")]
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public int MaxLiveProjectiles = 24;
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private class SpitterProjectilePrefabBaker : Baker<SpitterProjectilePrefabAuthoring>
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{
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public override void Bake(SpitterProjectilePrefabAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.None);
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AddComponent(entity, new SpitterProjectilePrefab
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{
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Prefab = authoring.ProjectilePrefab != null
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? GetEntity(authoring.ProjectilePrefab, TransformUsageFlags.Dynamic) : Entity.Null,
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MaxLiveProjectiles = authoring.MaxLiveProjectiles,
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});
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}
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}
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}
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}
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