c3b53cef28
Implements the "what's missing" feel backlog from the combat overhaul investigation (wf_c6c87dc5-9c3). All client-only, observe-only (PresentationSystemGroup), no sim/netcode change, rollback-safe; new FeelConfig knobs default-stamped on play-enter. - ENEMY HIT-FLASH (#1 missing): on the enemy Health-decrease edge, a bright body-scaled particle puff in the previously-unused FeelConfig.HitFlashColor (via a new EmitColored helper using per-emit startColor) -- the staple "I connected" read. (A true material body-flash needs an AnimatedLitShader emission property + Entities Graphics MaterialProperty; the puff is the asset-free version.) - MELEE CONNECT-vs-WHIFF: on the local swing, a client-side MeleeConeMath.InCone overlap over the cached enemy snapshot -> immediate connect read (brightens the slash arc, hit-spark at the nearest enemy, a meaty low "thunk" SFX, extra FOV punch) before the authoritative server spark arrives. Whiffs stay dim. - KILL POP: a colored flash burst + rumble on enemy death (on top of the existing burst/shake/FOV). - GAMEPAD RUMBLE: new RumbleUtil (auto-stopping pulse, gamepad-only, stops on focus-loss, reset on play-enter) pulsed on local hit-taken / hit-dealt / kill, gated on AimPresentation.Scheme==Gamepad. - FOOTSTEPS: edge-detect local locomotion from the position delta -> soft step SFX at a cadence while moving. - DAMAGE-NUMBER TIERING: SpawnNumber scales font + life by hit magnitude (vs HitStopRefDamage) so heavy hits read. 390/390 EditMode, clean compile + Play (no exceptions; per-frame footstep/rumble-tick paths verified). On-screen feel is the operator's eyes. Deferred (focused follow-ups): true material body hit-flash (ShaderGraph), co-op remote-swing rendering, near-impact telegraph beep (clip reserved). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
207 lines
11 KiB
C#
207 lines
11 KiB
C#
using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Live-tunable knobs for the client-only COMBAT-FEEL slice (Stage E). A static bridge — mirrors
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/// <see cref="AimPresentation"/> — so values can be poked at runtime via MCP <c>execute_code</c>
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/// (e.g. <c>ProjectM.Client.FeelConfig.HitShakeLocal = 0.4f;</c>) WITHOUT a recompile, for interactive
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/// tuning. Read ONLY by client-presentation systems (<see cref="CombatFeedbackSystem"/>,
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/// <see cref="AimReticleSystem"/>) and the <see cref="PrototypeCameraRig"/> MonoBehaviour — all non-Burst,
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/// main-thread. NEVER read these from a <c>[BurstCompile]</c> system (managed-static + Color/enum-in-Burst
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/// hazards); they are presentation-only and never touch the deterministic simulation.
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/// <para>
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/// Defaults match the values previously hardcoded in CombatFeedbackSystem so behaviour is byte-identical
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/// until a knob is poked. <see cref="ResetDefaults"/> re-stamps every field on play-enter via
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/// <c>[RuntimeInitializeOnLoadMethod(SubsystemRegistration)]</c> because statics survive fast-enter-playmode
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/// domain reloads — without it a poked value would leak across play-enters and flash stale feel (the exact
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/// bug <see cref="AimPresentation"/>'s reset prevents).
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/// </para>
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/// </summary>
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public static class FeelConfig
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{
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// ---- Feature 1: hit camera punch + (camera-only) hit-stop ----
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/// <summary>Camera shake when the LOCAL player is hit (fed to PrototypeCameraRig.AddShake, clamp 0.8).</summary>
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public static float HitShakeLocal;
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/// <summary>Camera shake when a remote player / Husk is hit.</summary>
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public static float HitShakeRemote;
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/// <summary>Hit-spark particle burst count (procedural fallback path).</summary>
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public static int HitBurstCount;
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/// <summary>Hit SFX volume.</summary>
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public static float HitSfxVolume;
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/// <summary>Degrees of transient FOV "kick" on a LOCAL hit — the netcode-safe hit-stop (NEVER Time.timeScale). 0 = off.</summary>
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public static float HitStopFovKick;
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/// <summary>Milliseconds the FOV kick eases back to base.</summary>
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public static float HitStopDurationMs;
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// ---- MC-3: player-dealt-hit punch (magnitude-scaled) + deferred enemy flash ----
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/// <summary>Min FOV kick (deg) when the LOCAL player lands a hit on an enemy (chip damage).</summary>
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public static float HitStopFovKickMin;
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/// <summary>Max FOV kick (deg) on a heavy player-dealt hit (delta >= HitStopRefDamage).</summary>
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public static float HitStopFovKickMax;
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/// <summary>Reserved cap for the (deferred) true freeze-frame, in fixed frames.</summary>
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public static int HitStopMaxFrames;
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/// <summary>Damage delta that saturates the player-dealt punch to HitStopFovKickMax.</summary>
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public static float HitStopRefDamage;
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/// <summary>Tint for the (deferred) enemy material hit-flash — exposed now, wired in the ShaderGraph slice.</summary>
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public static Color HitFlashColor;
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/// <summary>Duration (ms) of the deferred enemy hit-flash.</summary>
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public static float HitFlashDurationMs;
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/// <summary>Master gate for the (deferred) true freeze-frame hit-stop. FALSE for v1 (camera-punch only).</summary>
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public static bool HitStopFreezeEnabled;
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// ---- Feature 1/2: death camera punch ----
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/// <summary>Camera shake on LOCAL player death (loudest event by design).</summary>
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public static float PlayerDeathShake;
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/// <summary>Camera shake on a remote player's death.</summary>
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public static float RemotePlayerDeathShake;
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/// <summary>Base death-burst particle count (player death + Husk-death base).</summary>
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public static int DeathBurstCount;
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// ---- Feature 2: kill-shot fanfare (Husk death) ----
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/// <summary>Camera shake on a Husk kill (nudged above a glancing hit, kept under PlayerDeathShake).</summary>
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public static float KillShake;
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/// <summary>Multiplier on DeathBurstCount for a Husk kill (result clamped by MaxActiveVfx).</summary>
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public static float KillBurstScale;
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/// <summary>Optional FOV kick on a kill (degrees). 0 = off.</summary>
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public static float KillFovKick;
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/// <summary>Husk-death SFX volume.</summary>
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public static float KillSfxVolume;
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// ---- Feature 3: respawn shimmer / fade-in (local player recovery) ----
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/// <summary>Master gate for the local-player respawn shimmer.</summary>
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public static bool RespawnShimmerEnabled;
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/// <summary>Particle burst count for the recovery shimmer.</summary>
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public static int RespawnShimmerBurst;
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/// <summary>Light camera punch on recovery so respawn reads as "reinforcing".</summary>
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public static float RespawnShimmerShake;
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// ---- Feature 4: reticle lock-on tether (cosmetic aim HINT) ----
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/// <summary>Master gate for the lock-on tether.</summary>
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public static bool LockOnEnabled;
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/// <summary>Show the tether only on the Gamepad scheme (mirrors the server's gamepad-only auto-target assist).</summary>
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public static bool LockOnGamepadOnly;
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/// <summary>Max world distance from the player to a tethered Husk.</summary>
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public static float LockOnRange;
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/// <summary>Forward half-arc (degrees) around PlayerFacing within which a Husk is eligible.</summary>
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public static float LockOnArcDegrees;
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/// <summary>Tether line tint (subtle highlight, not a laser).</summary>
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public static Color LockOnLineColor;
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/// <summary>Tether line width (world units).</summary>
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public static float LockOnLineWidth;
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// ---- Feature B: enemy health bars (Slice 1) ----
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/// <summary>Squared world-distance beyond which a bar is hidden when the pool cap is reached (default 400 = 20m).</summary>
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public static float HealthBarMaxDistSq;
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// ---- Feature 5 (MC-1): dash juice ----
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/// <summary>Camera shake on the local player's dash start.</summary>
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public static float DashShake;
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/// <summary>Transient FOV punch (degrees) on dash start — the "lurch" read (camera punch, never Time.timeScale).</summary>
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public static float DashFovKick;
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/// <summary>Afterimage/whoosh particle burst count at dash start.</summary>
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public static int DashBurstCount;
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/// <summary>Dash whoosh SFX volume.</summary>
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public static float DashSfxVolume;
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/// <summary>Particles emitted per frame while the local i-frame window is active (the shimmer trail).</summary>
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public static int DashShimmerPerFrame;
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/// <summary>Suppress local hit-feedback during the local i-frame window (masks the prediction-reconciliation
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/// Health flicker on a clean dodge — the documented acceptable-not-a-bug interaction).</summary>
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public static bool DashHitSuppress;
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// ---- Combat feel pass (2026-06): connect cue, hit-flash, kill pop, footsteps, rumble, telegraph beep ----
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/// <summary>Hit-flash puff density (a colored particle burst in HitFlashColor on an enemy damage edge).</summary>
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public static int HitFlashBurstCount;
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/// <summary>Extra FOV punch (deg) when the LOCAL melee cleave is confirmed to connect (vs a whiff).</summary>
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public static float MeleeConnectFovKick;
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/// <summary>Volume of the meaty melee connect "thunk".</summary>
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public static float MeleeConnectVolume;
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/// <summary>Kill-pop colored flash density on an enemy death.</summary>
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public static int KillFlashBurstCount;
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/// <summary>Soft footstep SFX volume.</summary>
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public static float FootstepVolume;
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/// <summary>Seconds between footsteps while the local player is moving.</summary>
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public static float FootstepIntervalSec;
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/// <summary>Local player speed (u/s) above which footsteps play.</summary>
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public static float FootstepMinSpeed;
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/// <summary>Master gate for gamepad rumble (no-op on KBM).</summary>
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public static bool RumbleEnabled;
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/// <summary>Rumble strength on a local hit taken / dealt.</summary>
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public static float RumbleHit;
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/// <summary>Rumble strength on a kill.</summary>
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public static float RumbleKill;
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/// <summary>Rumble strength on dash / local death (the heaviest).</summary>
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public static float RumbleHeavy;
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/// <summary>Seconds a rumble pulse lasts before it auto-stops.</summary>
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public static float RumbleDurationSec;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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public static void ResetDefaults()
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{
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// Feature 1
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HitShakeLocal = 0.32f;
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HitShakeRemote = 0.10f;
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HitBurstCount = 10;
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HitSfxVolume = 0.70f;
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HitStopFovKick = 1.5f;
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HitStopDurationMs = 90f;
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HitStopFovKickMin = 0.6f;
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HitStopFovKickMax = 2.2f;
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HitStopMaxFrames = 3;
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HitStopRefDamage = 30f;
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HitFlashColor = new Color(1f, 0.85f, 0.55f, 1f);
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HitFlashDurationMs = 80f;
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HitStopFreezeEnabled = false;
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// Feature 1/2 death
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PlayerDeathShake = 0.50f;
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RemotePlayerDeathShake = 0.25f;
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DeathBurstCount = 28;
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// Feature 2 kill-shot
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KillShake = 0.20f;
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KillBurstScale = 1.5f;
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KillFovKick = 1.0f;
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KillSfxVolume = 0.75f;
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// Feature 3 respawn
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RespawnShimmerEnabled = true;
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RespawnShimmerBurst = 24;
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RespawnShimmerShake = 0.12f;
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// Feature 4 tether
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LockOnEnabled = true;
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LockOnGamepadOnly = true;
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LockOnRange = 9.0f;
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LockOnArcDegrees = 60f;
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LockOnLineColor = new Color(0.55f, 0.9f, 1f, 0.35f);
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LockOnLineWidth = 0.05f;
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// Feature B health bars (Slice 1)
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HealthBarMaxDistSq = 400f; // 20 m radius
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// Feature 5 dash (MC-1)
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DashShake = 0.18f;
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DashFovKick = 1.2f;
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DashBurstCount = 14;
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DashSfxVolume = 0.55f;
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DashShimmerPerFrame = 2;
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DashHitSuppress = true;
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// Combat feel pass (2026-06)
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HitFlashBurstCount = 16;
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MeleeConnectFovKick = 0.8f;
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MeleeConnectVolume = 0.55f;
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KillFlashBurstCount = 20;
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FootstepVolume = 0.16f;
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FootstepIntervalSec = 0.32f;
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FootstepMinSpeed = 1.5f;
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RumbleEnabled = true;
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RumbleHit = 0.25f;
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RumbleKill = 0.45f;
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RumbleHeavy = 0.6f;
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RumbleDurationSec = 0.12f;
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}
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}
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}
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