35 lines
1.6 KiB
C#
35 lines
1.6 KiB
C#
using Unity.Burst;
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using Unity.Entities;
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using Unity.NetCode;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Bridges replicated <see cref="PlayerInput"/> + data-driven <see cref="EffectiveCharacterStats"/> into
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/// the CC processor's per-tick <see cref="CharacterControl"/>. Replaces the M5 <c>PlayerMoveSystem</c>:
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/// instead of writing PhysicsVelocity, it writes the desired world velocity that
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/// <see cref="CharacterProcessor"/> lerps toward inside the fixed-step character update. Runs in
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/// <see cref="PredictedSimulationSystemGroup"/> after <see cref="StatRecomputeSystem"/> (fresh MoveSpeed)
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/// and before the predicted fixed-step group (where the character physics steps). Derived purely from
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/// replicated input + recomputed stats → identical on server, owning client, and across rollback.
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/// Filtered to <see cref="Simulate"/> for predicted ghosts only.
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/// </summary>
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[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
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[UpdateAfter(typeof(StatRecomputeSystem))]
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[BurstCompile]
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public partial struct PlayerControlSystem : ISystem
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{
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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foreach (var (control, input, stats) in
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SystemAPI.Query<RefRW<CharacterControl>, RefRO<PlayerInput>, RefRO<EffectiveCharacterStats>>()
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.WithAll<Simulate>())
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{
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control.ValueRW.MoveVelocity =
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CharacterControlMath.DesiredMovement(input.ValueRO.Move, stats.ValueRO.MoveSpeed);
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}
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}
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}
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}
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