59 lines
2.7 KiB
C#
59 lines
2.7 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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/// Authoring for the Husk enemy prefab. Bakes the gameplay components onto a prefab whose ghost setup
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/// (GhostAuthoringComponent: interpolated, ownerless) is inherited by DUPLICATING an existing interpolated
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/// ghost (UpgradePickup.prefab) — so the Husk replicates to all clients with no hand-written <c>[GhostField]</c>
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/// (the stock LocalTransform variant carries its server-driven position). Damageable exactly like the training
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/// dummy (Health/HitRadius/DamageEvent) plus the Husk AI tunables. <c>GetEntity(Dynamic)</c> gives a
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/// runtime-mutable LocalTransform for server-authoritative movement and hit tests.
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/// </summary>
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public class EnemyAuthoring : MonoBehaviour
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{
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[Min(0f), Tooltip("Starting and maximum health for the Husk.")]
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public float MaxHealth = 30f;
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[Min(0f), Tooltip("World-unit radius used by the projectile hit test.")]
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public float HitRadius = 0.7f;
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[Min(0f), Tooltip("Planar seek speed toward the nearest player, units/second.")]
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public float MoveSpeed = 3.5f;
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[Min(0f), Tooltip("Centre-to-centre distance at which the Husk can strike a player.")]
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public float AttackRange = 1.6f;
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[Min(0f), Tooltip("Damage dealt per strike.")]
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public float AttackDamage = 8f;
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[Min(1), Tooltip("Simulation ticks between strikes (~60 ticks/sec).")]
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public int AttackCooldownTicks = 36;
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private class EnemyBaker : Baker<EnemyAuthoring>
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{
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public override void Bake(EnemyAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
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AddComponent<EnemyTag>(entity);
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AddComponent(entity, new Health { Current = authoring.MaxHealth, Max = authoring.MaxHealth });
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AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
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AddBuffer<DamageEvent>(entity);
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AddComponent(entity, new EnemyStats
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{
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MoveSpeed = authoring.MoveSpeed,
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AttackRange = authoring.AttackRange,
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AttackDamage = authoring.AttackDamage,
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AttackCooldownTicks = authoring.AttackCooldownTicks,
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});
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AddComponent(entity, new EnemyAttackCooldown { NextAttackTick = 0 });
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AddComponent<KnockbackState>(entity); // server-only recoil state (zero = not knocked)
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AddComponent<AttackWindup>(entity); // replicated telegraph signal (zero = not winding up)
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}
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}
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}
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}
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