62e48a3b0b
The 2026-08-06 audit found the shipping scene was still the abandoned co-op-Hades game with LANTERN combat bolted on, and that a third of the codebase was live code for a direction abandoned on 2026-07-13. Operator chose deletion over freezing: "everything is saved in source control if needed. I want the project to be clean." DELETED (~140 source files, Scripts 335->231, Tests 77->43): - Enemy variants + boss (H3). ChargerAuthoring / SpitterAuthoring / SwarmerAuthoring were attached to ZERO prefabs, so LungeState / SpitterState / SwarmerTag were never baked: ~272 lines of Bursted AI passes, BossAISystem (261 lines) and the whole MixBands escalation curve could not match a single chunk at runtime, while 734 lines of green tests certified them. Both shipping enemy prefabs were already byte-identical in stats. - Run/room lifecycle: RunDirector FSM, RunInfo/RunMap/RoomPlan/RoomTag, route select, portal interact, ready-check, room field/teardown. - Meta shop, prep loadout, boons (incl. KillRewardSystem and DashTrailDamageSystem, which existed only to serve boon flags). - Build palette + structures, shared storage, inventory/equipment (already recorded PAUSED in CLAUDE.md). - The HUD panels driving all of the above (HudSystem 1168 -> 610). KEPT deliberately: BaseGridMath + BaseAnchor (8 systems use PlotCenter for spawn rings, respawn and dynamic light), the resource ledger + StorageMath, the save system, region/relevancy. Three of these were in the delete set until I checked their consumers — worth remembering that the file-level manifest was wrong about them. Also folds in audit finding M5: PlayerClass was a second, server-only copy of the byte FrameId already replicates. It existed for the meta shop; with that gone, FrameId is the single frame identity. Harvest is now single-sink (ledger). HarvestMath keeps its shape so LANTERN's carried-vs-banked cargo split lands in one place, not two. 295/295 EditMode green, zero compile errors. Subscene re-bake and Play validation follow in the next commit. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
1179 lines
70 KiB
C#
1179 lines
70 KiB
C#
using System.Collections.Generic;
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using ProjectM.Simulation;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode;
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using Unity.Transforms;
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using UnityEngine;
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using static ProjectM.Client.FeedbackFx;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-only combat JUICE. A managed presentation system (SystemBase, main thread, NO Burst) in the
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/// <see cref="PresentationSystemGroup"/> that REACTS to replicated state — it never runs simulation. Each frame
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/// it edge-detects every damageable ghost's replicated <see cref="Health"/>: a decrease spawns a floating
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/// damage number + a hit-spark burst + a hit SFX + camera shake; a Husk despawn (server-authoritative death)
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/// spawns a death burst + death SFX; the local player crossing to 0 HP does the same. A local-player ability
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/// fire (AbilityCooldown advancing) spawns a muzzle flash + zap. Everything derives from already-replicated
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/// state, so it is correct without touching the prediction loop, and it lives only in the client world so the
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/// server never instantiates GameObjects.
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/// <para>
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/// VFX prefer authored GabrielAguiar Shuriken prefabs supplied by <see cref="VFXConfig"/> (muzzle / hit /
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/// death + a projectile-following trail); each hook falls back to a procedural particle burst when no prefab
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/// is assigned, so the slice still runs asset-free. Spawned VFX are stripped to particles only
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/// (<see cref="StripCosmetic"/>) — GA "projectile" prefabs ship a Rigidbody + collider + mover that would
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/// otherwise self-propel and spawn secondary effects. SFX remain procedural.
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/// </para>
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/// <para>
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/// Per-entity last Health + position + isEnemy are cached in a managed dictionary (Entity is a stable client
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/// key for a ghost's lifetime); stale keys are pruned each frame (a pruned Husk = a kill → death VFX at its
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/// last position). Never destroys a ghost from the client — GhostDespawnSystem owns that off the snapshot
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/// protocol; we only OBSERVE.
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/// </para>
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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[UpdateInGroup(typeof(PresentationSystemGroup))]
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public partial class CombatFeedbackSystem : SystemBase
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{
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struct FxCache { public float Hp; public float MaxHp; public float3 Pos; public bool IsEnemy; public uint Windup; }
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readonly Dictionary<Entity, FxCache> _cache = new();
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bool _scanPrimed; // Phase 1: first health-scan completed -> new cache entries are true spawns, not the connect flood
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readonly HashSet<Entity> _seen = new();
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readonly List<Entity> _stale = new();
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readonly List<FloatingNumber> _numbers = new();
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// Authored-VFX lifetime tracking (GabrielAguiar prefabs spawned via VFXConfig).
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readonly List<TimedVfx> _activeVfx = new();
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readonly Dictionary<Entity, GameObject> _projTrails = new();
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readonly HashSet<Entity> _projSeen = new();
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readonly List<Entity> _projStale = new();
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Transform _fxRoot;
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ParticleSystem _hitFx;
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ParticleSystem _deathFx;
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ParticleSystem _muzzleFx;
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ParticleSystem _dashFx;
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ParticleSystem _swingFx;
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Mesh _slashMesh;
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MeshRenderer _slashMr;
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Material _slashMat;
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Color _slashTint;
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float _slashAge, _slashLife;
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bool _slashActive;
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float _slashRange, _slashHalf; // live cone geometry re-sampled each frame for the per-frame sweep rebuild
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int _slashSweepSign = 1; // alternate sweep direction per combo step (reads as alternating strikes)
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Mesh _smearMesh; MeshRenderer _smearMr; Material _smearMat; // 07-20 G2.3: blade-smear ribbon (leading-edge band at blade height)
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uint _pendingConnectTick; // 07-20 G2.1 (review C14): the local swing's CONTACT tick; connect cues fire THEN (0 = none)
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int _pendingConnectStep;
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uint _pendingConeConnectTick; // 07-21 G6 (C14 idiom): the cone socket's CONTACT tick, latched at the fire edge (0 = none)
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float _pendingConeRange; // cone reach/half latched at the fire edge (folded socket stats)
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float _pendingConeHalf;
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float _allyFxScale = 1f; // 07-21 G4: saturation-derived ally-FX degradation (1 = full loudness)
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#if UNITY_EDITOR
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float _nextStressTime; // 07-21 G4: fake-caster cadence while CombatStressDebug.StressAllyFx is on
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int _stressBeat;
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#endif
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double _lastHoldTime; // C4: last hit-stop hold time (throttle so a horde wipe doesn't stutter)
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// Remote teammates' melee cleave arcs (deferred-items pass, co-op): one pooled slash renderer per remote
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// player, edge-detected from the replicated MeleeCombo.SwingStartTick (the local player keeps _slashMr).
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class RemoteSlash
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{
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public GameObject Go; public Mesh Mesh; public MeshRenderer Mr; public Material Mat;
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public float Age, Life, Range, Half; public int SweepSign; public Color Tint;
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public bool Active; public uint LastSwingTick; public bool Init;
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}
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readonly Dictionary<Entity, RemoteSlash> _remoteSlashes = new();
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readonly HashSet<Entity> _remoteSeen = new();
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readonly List<Entity> _remoteStale = new();
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AudioClip _hitClip;
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AudioClip _deathClip;
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AudioClip _fireClip;
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AudioClip _telegraphClip;
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AudioClip _dashClip;
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AudioClip _swingClip;
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AudioClip _meleeConnectClip; // combat feel pass: connect thunk
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readonly AudioClip[] _footstepClips = new AudioClip[3]; // 07-15: heavy underwater thud variants (random pick per step)
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ParticleSystem _stepFx; // 07-15: silt puff per footstep
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ParticleSystem _bubbleFx; float _bubbleTimer; // 07-16: dome bubble exhaust (+1 per footstep, loose sync)
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Light _lampLight; // 07-16e: the shoulder lamp CASTS — a warm spot beam riding the body yaw
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Vector3 _lastFootPos; float _footDistAccum; float _footStepGap; bool _footInit; // stride-distance footsteps (local player)
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Entity _localPlayer = Entity.Null;
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uint[] _lastSocketFire = new uint[SocketId.Count]; // LANTERN per-socket fire-edge cache (was _lastLocalFireTick)
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bool _socketFireInit;
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uint _lastLocalDashTick;
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bool _dashTickInit;
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uint _lastLocalSwingTick;
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bool _swingTickInit;
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const int NumberPoolSize = 32;
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const int MaxActiveVfx = 40; // bound one-shot VFX GameObject churn under sustained combat
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EntityQuery _remotePlayersQuery; // 07-21 G4: ally census (PlayerTag + disabled GhostOwnerIsLocal)
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struct TimedVfx { public GameObject Go; public double Kill; }
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protected override void OnCreate()
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{
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// 07-21 G4 (review wf_9757d214): remote-player census — solo (0 remotes) forces _allyFxScale = 1.
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_remotePlayersQuery = SystemAPI.QueryBuilder().WithAll<PlayerTag>().WithDisabled<GhostOwnerIsLocal>().Build();
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_hitClip = MakeClip("husk_hit", 640f, 180f, 0.10f, 0.5f, noise: true);
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_deathClip = MakeClip("husk_death", 320f, 50f, 0.34f, 0.55f, noise: false);
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_fireClip = MakeClip("fire", 880f, 1500f, 0.07f, 0.30f, noise: false);
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_telegraphClip = MakeClip("telegraph", 680f, 1020f, 0.12f, 0.35f, noise: false);
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_dashClip = MakeClip("dash", 950f, 240f, 0.12f, 0.50f, noise: false);
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_swingClip = MakeClip("swing", 720f, 200f, 0.09f, 0.42f, noise: false);
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_meleeConnectClip = MakeClip("melee_thunk", 180f, 60f, 0.13f, 0.55f, noise: true); // meaty low connect
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// 07-15 underwater feel: three deep muffled thud variants (noise burst, low sweep, long decay) —
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// a random pick + volume jitter per step reads as weight (PlayClipAtPoint has no pitch control).
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_footstepClips[0] = MakeClip("step_a", 95f, 38f, 0.13f, 0.5f, noise: true, decay: 7f);
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_footstepClips[1] = MakeClip("step_b", 108f, 42f, 0.12f, 0.5f, noise: true, decay: 7f);
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_footstepClips[2] = MakeClip("step_c", 120f, 45f, 0.11f, 0.5f, noise: true, decay: 7f);
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}
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protected override void OnStartRunning()
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{
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if (_fxRoot != null) return;
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_fxRoot = new GameObject("~CombatFeedbackFX").transform;
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var mat = MakeParticleMaterial();
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_hitFx = MakeBurst(_fxRoot, "HitSparks", mat, new Color(3f, 2.2f, 0.6f), 0.13f, 7f, 0.32f, 256);
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_deathFx = MakeBurst(_fxRoot, "DeathBurst", mat, new Color(3.2f, 0.7f, 0.25f), 0.22f, 9f, 0.55f, 512);
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_muzzleFx = MakeBurst(_fxRoot, "Muzzle", mat, new Color(0.6f, 2.4f, 3.2f), 0.12f, 5f, 0.20f, 128);
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_dashFx = MakeBurst(_fxRoot, "DashWhoosh", mat, new Color(0.7f, 2.6f, 3.0f), 0.16f, 4f, 0.30f, 256);
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_swingFx = MakeBurst(_fxRoot, "MeleeSwing", mat, new Color(3.0f, 2.6f, 0.9f), 0.14f, 6f, 0.28f, 256);
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// 07-15: silt puff per footstep — dark, slow, hangs briefly (underwater weight read; dark = no bloom).
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_stepFx = MakeBurst(_fxRoot, "SiltPuff", mat, new Color(0.06f, 0.10f, 0.11f, 0.85f), 0.20f, 0.8f, 1.1f, 128, gravity: 0.03f, shapeRadius: 0.18f, sizeTail: 1.5f);
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// 07-16: bubble exhaust — tiny pale spheres that RISE (negative gravity) and drift from the dome.
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_bubbleFx = MakeBurst(_fxRoot, "Bubbles", mat, new Color(0.75f, 0.9f, 1.0f, 0.85f), 0.055f, 0.25f, 2.4f, 128, gravity: -0.45f, shapeRadius: 0.06f, sizeTail: 0.35f);
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BuildSlash();
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for (int i = 0; i < NumberPoolSize; i++)
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_numbers.Add(CreateNumber());
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}
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protected override void OnDestroy()
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{
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if (_fxRoot != null)
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Object.Destroy(_fxRoot.gameObject);
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if (_slashMesh != null) Object.Destroy(_slashMesh);
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if (_slashMat != null) Object.Destroy(_slashMat);
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if (_smearMesh != null) Object.Destroy(_smearMesh);
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if (_smearMat != null) Object.Destroy(_smearMat);
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foreach (var kv in _remoteSlashes)
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{
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if (kv.Value.Mesh != null) Object.Destroy(kv.Value.Mesh);
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if (kv.Value.Mat != null) Object.Destroy(kv.Value.Mat);
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if (kv.Value.Go != null) Object.Destroy(kv.Value.Go);
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}
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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;
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var cam = Camera.main;
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var cfg = VFXConfig.Instance;
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// Make sure predicted/physics jobs writing these are done before this main-thread read.
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EntityManager.CompleteDependencyBeforeRO<Health>();
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EntityManager.CompleteDependencyBeforeRO<LocalTransform>();
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EntityManager.CompleteDependencyBeforeRO<AttackWindup>();
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EntityManager.CompleteDependencyBeforeRO<DashState>();
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EntityManager.CompleteDependencyBeforeRO<DashCooldown>();
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EntityManager.CompleteDependencyBeforeRO<MeleeCombo>();
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EntityManager.CompleteDependencyBeforeRO<PlayerInput>(); // 07-15: local FX read the fire direction
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// Resolve the local player (for hit colouring + fire feedback).
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_localPlayer = Entity.Null;
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float3 localPos = default;
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foreach (var (xf, entity) in SystemAPI.Query<RefRO<LocalTransform>>()
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.WithAll<GhostOwnerIsLocal, PlayerTag>().WithEntityAccess())
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{
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_localPlayer = entity;
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localPos = xf.ValueRO.Position;
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}
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// Client-derived dash window of the LOCAL player (DashSystem runs in the client prediction loop
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// too): drives the i-frame shimmer + the hit-feedback suppression below. Observe-only.
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bool localIFrameActive = false;
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if (_localPlayer != Entity.Null && EntityManager.HasComponent<DashState>(_localPlayer)
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&& SystemAPI.TryGetSingleton<NetworkTime>(out var dashNetTime) && dashNetTime.ServerTick.IsValid)
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{
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var localDash = EntityManager.GetComponentData<DashState>(_localPlayer);
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localIFrameActive = localDash.IFrameUntilTick != 0u
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&& new NetworkTick(localDash.IFrameUntilTick).IsNewerThan(dashNetTime.ServerTick);
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}
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// Edge-detect Health on every damageable ghost (players + Husks).
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_seen.Clear();
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foreach (var (health, xf, entity) in
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SystemAPI.Query<RefRO<Health>, RefRO<LocalTransform>>().WithEntityAccess())
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{
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_seen.Add(entity);
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float cur = health.ValueRO.Current;
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float3 p = xf.ValueRO.Position;
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bool isEnemy = SystemAPI.HasComponent<EnemyTag>(entity);
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uint windup = isEnemy && SystemAPI.HasComponent<AttackWindup>(entity) ? SystemAPI.GetComponent<AttackWindup>(entity).WindUpUntilTick : 0u;
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bool isLocalPlayer = entity == _localPlayer;
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const bool isStructure = false; // structures deleted 2026-08-07 (audit purge)
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if (_cache.TryGetValue(entity, out var prev))
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{
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if (isEnemy && windup != 0 && prev.Windup == 0)
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{
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// Attack telegraph: the wind-up just began -> warn the player ~0.3s before the strike lands.
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Burst(_hitFx, null, (Vector3)p + Vector3.up * 1.2f, 6);
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PlayClip(_telegraphClip, (Vector3)p, 0.5f);
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}
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// Local hit feedback is SUPPRESSED while the local i-frame window is active: the server
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// negates the hit; any transient Health dip is reconciliation flicker, not a real hit.
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if (cur < prev.Hp - 0.001f && !isStructure && !(isLocalPlayer && localIFrameActive && FeelConfig.DashHitSuppress))
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{
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SpawnNumber(prev.Hp - cur, (Vector3)p, isLocalPlayer, cam);
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Burst(_hitFx, cfg != null ? cfg.Hit : null, (Vector3)p + Vector3.up * 0.8f, FeelConfig.HitBurstCount);
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PlayClip(_hitClip, (Vector3)p, FeelConfig.HitSfxVolume);
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PrototypeCameraRig.AddShake(isLocalPlayer ? FeelConfig.HitShakeLocal : FeelConfig.HitShakeRemote * _allyFxScale); // 07-21 G4: ally-side shake degrades under saturation
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if (isLocalPlayer) PrototypeCameraRig.PunchFov(FeelConfig.HitStopFovKick, FeelConfig.HitStopDurationMs);
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if (isLocalPlayer && (prev.Hp - cur) >= 20f) TryHold(); // C4: crunch on a heavy incoming hit (e.g. a boss slam)
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if (isLocalPlayer && FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
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RumbleUtil.Pulse(FeelConfig.RumbleHit * 0.8f, FeelConfig.RumbleHit, FeelConfig.RumbleDurationSec);
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if (isEnemy)
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{
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// MC-3: net-new player-dealt-hit camera punch — scales with the bite size
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// (saturate(delta / RefDamage)) so a chip reads soft and a heavy connect snaps.
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// Camera-only hit-stop (NEVER Time.timeScale); keys on the enemy Health-decrease edge.
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float hitMag = math.saturate((prev.Hp - cur) / math.max(1f, FeelConfig.HitStopRefDamage));
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PrototypeCameraRig.PunchFov(math.lerp(FeelConfig.HitStopFovKickMin, FeelConfig.HitStopFovKickMax, hitMag), FeelConfig.HitStopDurationMs);
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// Hit-flash: a bright body-scaled puff in FeelConfig.HitFlashColor — the staple "I lit it up" read.
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EmitColored(_hitFx, (Vector3)p + Vector3.up * 0.7f, FeelConfig.HitFlashBurstCount, FeelConfig.HitFlashColor);
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if (FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
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RumbleUtil.Pulse(FeelConfig.RumbleHit * 0.6f, FeelConfig.RumbleHit, FeelConfig.RumbleDurationSec);
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// B3: the kill CRUNCH fires at the 0-CROSSING (the moment of death) — the corpse now
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// lingers ~0.9 s playing its death anim, so the old prune-edge timing would land the
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// whole package a second late. The prune keeps only a small despawn puff.
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if (cur <= 0f && prev.Hp > 0f)
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{
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Burst(_deathFx, cfg != null ? cfg.EnemyDeath : null, (Vector3)p + Vector3.up * 0.5f, Mathf.Max(1, Mathf.RoundToInt(FeelConfig.DeathBurstCount * FeelConfig.KillBurstScale)));
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PlayClip(_deathClip, (Vector3)p, FeelConfig.KillSfxVolume);
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PrototypeCameraRig.AddShake(FeelConfig.KillShake);
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PrototypeCameraRig.PunchFov(FeelConfig.KillFovKick, FeelConfig.HitStopDurationMs);
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TryHold(); // C4: kill crunch (throttled)
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EmitColored(_hitFx, (Vector3)p + Vector3.up * 0.6f, FeelConfig.KillFlashBurstCount, FeelConfig.HitFlashColor);
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if (FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
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RumbleUtil.Pulse(FeelConfig.RumbleKill * 0.7f, FeelConfig.RumbleKill, FeelConfig.RumbleDurationSec);
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}
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}
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}
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// Respawn recovery: the LOCAL player's Health rising from <=0 back to positive. No healing
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// mechanic exists, so a 0 -> positive edge is unambiguously a respawn (observer-only).
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if (isLocalPlayer && FeelConfig.RespawnShimmerEnabled && cur > prev.Hp + 0.001f && prev.Hp <= 0f)
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{
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Burst(_muzzleFx, null, (Vector3)p + Vector3.up * 0.6f, FeelConfig.RespawnShimmerBurst);
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PrototypeCameraRig.AddShake(FeelConfig.RespawnShimmerShake);
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}
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// Player death (players don't despawn — they respawn; Husk death is handled on prune).
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// EB-1: structures (not EnemyTag) would otherwise fire the HUMAN player-death cue here; their
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// damage/death is routed entirely through StructureFeedbackSystem (gated by !isStructure).
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if (!isEnemy && !isStructure && cur <= 0f && prev.Hp > 0f)
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{
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Burst(_deathFx, PlayerDeathPrefab(cfg), (Vector3)p + Vector3.up * 0.5f, FeelConfig.DeathBurstCount);
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PlayClip(_deathClip, (Vector3)p, 0.7f);
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PrototypeCameraRig.AddShake(isLocalPlayer ? FeelConfig.PlayerDeathShake : FeelConfig.RemotePlayerDeathShake * _allyFxScale); // 07-21 G4: ally-side shake degrades under saturation
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if (isLocalPlayer)
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{
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// Post-impl review wf_9757d214: the server dropped any scheduled damage on death
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// (PlayerDeathStateSystem zeroes both pendings) — drop the latched connect CUES too,
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// or the corpse plays a full connect package for a hit that never landed.
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_pendingConnectTick = 0u;
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_pendingConeConnectTick = 0u;
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}
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}
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}
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else if (isEnemy && _scanPrimed && cur >= health.ValueRO.Max - 0.001f)
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{
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// Phase 1 spawn-emerge cue: FIRST sighting of a fresh (full-HP) enemy ghost = its spawn
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// (rooms drip-spawn AFTER the player lands, so the add-edge IS the spawn moment). The primed
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// guard skips the initial-connect flood; a relevancy re-entry of an undamaged enemy may
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// rarely re-cue - accepted juice noise, never gameplay.
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Burst(_hitFx, cfg != null ? cfg.EnemySpawn : null, (Vector3)p + Vector3.up * 0.15f, 8);
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PlayClip(_telegraphClip, (Vector3)p, 0.25f);
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}
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_cache[entity] = new FxCache { Hp = cur, MaxHp = health.ValueRO.Max, Pos = p, IsEnemy = isEnemy, Windup = windup };
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}
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_scanPrimed = true; // Phase 1: everything cached after the first scan; later add-edges are true spawns
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|
|
// Prune despawned ghosts. A Husk that vanished was killed -> death VFX at its last position.
|
|
if (_cache.Count != _seen.Count)
|
|
{
|
|
_stale.Clear();
|
|
foreach (var kv in _cache)
|
|
if (!_seen.Contains(kv.Key)) _stale.Add(kv.Key);
|
|
|
|
for (int i = 0; i < _stale.Count; i++)
|
|
{
|
|
var c = _cache[_stale[i]];
|
|
if (c.IsEnemy)
|
|
{
|
|
if (c.Hp > 0f)
|
|
{
|
|
// Vanished while ALIVE (siege wipe / timeout cull / relevancy) — keep the legacy full read.
|
|
Burst(_deathFx, cfg != null ? cfg.EnemyDeath : null, (Vector3)c.Pos + Vector3.up * 0.5f, Mathf.Max(1, Mathf.RoundToInt(FeelConfig.DeathBurstCount * FeelConfig.KillBurstScale)));
|
|
PlayClip(_deathClip, (Vector3)c.Pos, FeelConfig.KillSfxVolume);
|
|
PrototypeCameraRig.AddShake(FeelConfig.KillShake);
|
|
PrototypeCameraRig.PunchFov(FeelConfig.KillFovKick, FeelConfig.HitStopDurationMs);
|
|
TryHold(); // C4: kill crunch (throttled)
|
|
EmitColored(_hitFx, (Vector3)c.Pos + Vector3.up * 0.6f, FeelConfig.KillFlashBurstCount, FeelConfig.HitFlashColor); // kill pop
|
|
if (FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
|
|
RumbleUtil.Pulse(FeelConfig.RumbleKill * 0.7f, FeelConfig.RumbleKill, FeelConfig.RumbleDurationSec);
|
|
}
|
|
else
|
|
{
|
|
// B3: corpse despawn after the death window — the kill crunch already fired at the
|
|
// 0-crossing; the corpse just dissolves.
|
|
Burst(_deathFx, cfg != null ? cfg.EnemyDeath : null, (Vector3)c.Pos + Vector3.up * 0.3f, Mathf.Max(1, FeelConfig.DeathBurstCount / 2));
|
|
}
|
|
}
|
|
_cache.Remove(_stale[i]);
|
|
}
|
|
}
|
|
|
|
// 07-21 G4 (SoD's co-op saturation failure is our ceiling): ally-attributed FX degrade as the live
|
|
// enemy count rises — remote arcs dim, remote shakes shrink. LOCAL-player FX are untouched and enemy
|
|
// telegraphs NEVER degrade (EnemyDangerTelegraphSystem is structurally separate; guidelines G4).
|
|
int liveEnemies = 0;
|
|
foreach (var kv in _cache) if (kv.Value.IsEnemy && kv.Value.Hp > 0f) liveEnemies++; // LIVING only (review wf_9757d214: Dying corpses linger ~1s in the cache)
|
|
_allyFxScale = _remotePlayersQuery.CalculateEntityCount() == 0
|
|
? 1f // solo: no ally FX exist to budget — never degrade the local player's own feedback (review wf_9757d214)
|
|
: SaturationMath.AllyScale(liveEnemies,
|
|
FeelConfig.AllyFxDegradeStart, FeelConfig.AllyFxDegradeFull, FeelConfig.AllyFxFloor);
|
|
#if UNITY_EDITOR
|
|
// 07-21 G4: fake-caster saturation stress (DebugOverlay toggle) — synthesizes the ally attack package
|
|
// at 3 orbiting positions so the 4-caster worst case is testable without 4 connections. Editor-only;
|
|
// the flag resets on play-enter (CombatStressDebug, the static-presentation-bridge rule).
|
|
if (CombatStressDebug.StressAllyFx && _localPlayer != Entity.Null && UnityEngine.Time.time >= _nextStressTime)
|
|
{
|
|
_nextStressTime = UnityEngine.Time.time + 0.5f;
|
|
_stressBeat++;
|
|
for (int fake = 0; fake < 3; fake++)
|
|
{
|
|
float ang = _stressBeat * 0.7f + fake * 2.094f;
|
|
Vector3 fpos = (Vector3)localPos + new Vector3(Mathf.Cos(ang), 0f, Mathf.Sin(ang)) * 3.5f;
|
|
EmitTinted(_swingFx, fpos + Vector3.up * 0.9f,
|
|
(int)Mathf.Ceil(8f * _allyFxScale), FeelConfig.RemoteSlashColor * _allyFxScale);
|
|
PlayClip(_swingClip, fpos, 0.3f * _allyFxScale);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// LANTERN 4-socket fire feedback: edge-detect each socket's SocketCooldown (raw uint edge, cosmetic
|
|
// only like dash/melee). A non-Cone Spark -> muzzle flash + zap; a Cone Spark -> the aimed slash-arc
|
|
// cue (server-only cleave has no projectile). Replaces the single-AbilityCooldown muzzle + cone blocks.
|
|
if (_localPlayer != Entity.Null
|
|
&& EntityManager.HasComponent<SocketCooldown>(_localPlayer)
|
|
&& EntityManager.HasBuffer<AbilitySocket>(_localPlayer)
|
|
&& EntityManager.HasBuffer<EffectiveSocketStats>(_localPlayer)
|
|
&& SystemAPI.TryGetSingleton<AbilityDatabase>(out var fireDb) && fireDb.Value.IsCreated)
|
|
{
|
|
var scd = EntityManager.GetComponentData<SocketCooldown>(_localPlayer);
|
|
var socks = EntityManager.GetBuffer<AbilitySocket>(_localPlayer, true);
|
|
var effs = EntityManager.GetBuffer<EffectiveSocketStats>(_localPlayer, true);
|
|
ref var fireAdb = ref fireDb.Value.Value;
|
|
// 07-15: the cue must match the DAMAGE direction — ResolveAim(Aim, facing), the same source the
|
|
// sim fire sites read; PlayerFacing alone is body-yaw and can be up to 180° off under move-facing.
|
|
float2 sfdir = new float2(0f, 1f);
|
|
if (EntityManager.HasComponent<PlayerFacing>(_localPlayer) && EntityManager.HasComponent<PlayerInput>(_localPlayer))
|
|
{
|
|
sfdir = FacingMath.ResolveAim(
|
|
EntityManager.GetComponentData<PlayerInput>(_localPlayer).Aim,
|
|
EntityManager.GetComponentData<PlayerFacing>(_localPlayer).Direction);
|
|
}
|
|
int sn = math.min(SocketId.Count, math.min(socks.Length, effs.Length));
|
|
for (int sk = 0; sk < sn; sk++)
|
|
{
|
|
uint nf = scd.Get(sk);
|
|
bool edge = _socketFireInit && nf != 0 && nf != _lastSocketFire[sk];
|
|
_lastSocketFire[sk] = nf;
|
|
if (!edge) continue;
|
|
byte sid = socks[sk].SparkId;
|
|
if (sid == 0) continue;
|
|
bool haveDef = fireAdb.TryGetAbility(sid, out var sdef);
|
|
// 07-16 review: a blink (Movement archetype) stamps its cooldown row too — it's a dodge,
|
|
// not a cast; no muzzle/fire cue (mirrors TickWindowMath's Movement skip).
|
|
if (haveDef && sdef.Archetype == (byte)AbilityArchetype.Movement) continue;
|
|
bool coneSpark = haveDef && sdef.Archetype == (byte)AbilityArchetype.Cone;
|
|
if (!coneSpark)
|
|
{
|
|
Burst(_muzzleFx, cfg != null ? cfg.Muzzle : null, (Vector3)localPos + Vector3.up * 0.9f, 8);
|
|
PlayClip(_fireClip, (Vector3)localPos, 0.5f);
|
|
continue;
|
|
}
|
|
var es = effs[sk];
|
|
float coneRange = Mathf.Max(0.1f, es.Range);
|
|
float coneHalf = Mathf.Clamp(es.AutoTargetConeRadians, 0.01f, 3.14159f);
|
|
// 07-21 G6 (review wf_98bf1268): the slam's damage now lands at fire+ConeContactTicks — the arc
|
|
// reveal completes AT that contact (C13) and the connect package is LATCHED to it via the C14
|
|
// idiom (knob 0 = legacy immediate). Defaults() fallback matches the release server's timing.
|
|
var coneTcfg = SystemAPI.TryGetSingleton<TuningConfig>(out var coneTcv) ? coneTcv : TuningConfig.Defaults();
|
|
uint coneContactTicks = (uint)math.max(0f, coneTcfg.ConeContactTicks);
|
|
float coneLife = Mathf.Max(0.34f, (coneContactTicks / 60f) / 0.6f);
|
|
TriggerSlash((Vector3)localPos, sfdir, coneRange, coneHalf, 1, 1, false, coneLife);
|
|
PlayClip(_swingClip, (Vector3)localPos, 0.5f);
|
|
PrototypeCameraRig.AddShake(0.06f);
|
|
_pendingConeRange = coneRange;
|
|
_pendingConeHalf = coneHalf;
|
|
if (coneContactTicks == 0u)
|
|
{
|
|
_pendingConeConnectTick = 0u;
|
|
EvaluateConeConnect(localPos); // knob 0 = legacy same-tick connect
|
|
}
|
|
else
|
|
{
|
|
_pendingConeConnectTick = TickUtil.NonZero(
|
|
TickWindowMath.FireStartRaw(nf, es.CooldownTicks) + coneContactTicks);
|
|
}
|
|
}
|
|
_socketFireInit = true;
|
|
|
|
// 07-21 G6: fire the deferred cone CONNECT when the slam lands (contact tick reached; wrap-safe;
|
|
// the C14 idiom — latched once at the fire edge, never reconstructed per-frame).
|
|
if (_pendingConeConnectTick != 0u
|
|
&& SystemAPI.TryGetSingleton<NetworkTime>(out var coneNt) && coneNt.ServerTick.IsValid
|
|
&& !new NetworkTick(_pendingConeConnectTick).IsNewerThan(coneNt.ServerTick))
|
|
{
|
|
EvaluateConeConnect(localPos);
|
|
_pendingConeConnectTick = 0u;
|
|
}
|
|
}
|
|
|
|
// Local-player dash feedback (MC-1): DashCooldown.NextTick advances exactly once per dash
|
|
// (replicated [GhostField], predicted both sides; raw uint edge like the muzzle flash — cosmetic
|
|
// only). Whoosh + afterimage burst + camera punch on start, shimmer trail while i-frames last.
|
|
if (_localPlayer != Entity.Null && EntityManager.HasComponent<DashCooldown>(_localPlayer))
|
|
{
|
|
uint nextDash = EntityManager.GetComponentData<DashCooldown>(_localPlayer).NextTick;
|
|
if (_dashTickInit && nextDash != 0 && nextDash != _lastLocalDashTick)
|
|
{
|
|
EmitAt(_dashFx, (Vector3)localPos + Vector3.up * 0.6f, FeelConfig.DashBurstCount);
|
|
PlayClip(_dashClip, (Vector3)localPos, FeelConfig.DashSfxVolume);
|
|
PrototypeCameraRig.AddShake(FeelConfig.DashShake);
|
|
PrototypeCameraRig.PunchFov(FeelConfig.DashFovKick, FeelConfig.HitStopDurationMs);
|
|
}
|
|
_lastLocalDashTick = nextDash;
|
|
_dashTickInit = true;
|
|
|
|
if (localIFrameActive) // i-frame shimmer trail while the local window is active
|
|
EmitAt(_dashFx, (Vector3)localPos + Vector3.up * 0.7f, FeelConfig.DashShimmerPerFrame);
|
|
}
|
|
|
|
// Local-player melee swing feedback (MC-4): MeleeCombo.SwingStartTick advances once per swing (owner-predicted
|
|
// [GhostField]; raw uint edge like the muzzle/dash, cosmetic only). Whoosh + arc burst + a small camera
|
|
// nudge ahead of the player; the burst scales with the combo step so the finisher visibly pops.
|
|
if (_localPlayer != Entity.Null && EntityManager.HasComponent<MeleeCombo>(_localPlayer))
|
|
{
|
|
var mc = EntityManager.GetComponentData<MeleeCombo>(_localPlayer);
|
|
if (_swingTickInit && mc.SwingStartTick != 0 && mc.SwingStartTick != _lastLocalSwingTick)
|
|
{
|
|
int step = math.max(1, (int)mc.Step);
|
|
// 07-15: match the cleave's DAMAGE direction (ResolveAim(Aim, facing) — same as MeleeComboSystem).
|
|
Vector3 face = Vector3.forward;
|
|
if (EntityManager.HasComponent<PlayerFacing>(_localPlayer) && EntityManager.HasComponent<PlayerInput>(_localPlayer))
|
|
{
|
|
var d = FacingMath.ResolveAim(
|
|
EntityManager.GetComponentData<PlayerInput>(_localPlayer).Aim,
|
|
EntityManager.GetComponentData<PlayerFacing>(_localPlayer).Direction);
|
|
face = new Vector3(d.x, 0f, d.y);
|
|
}
|
|
EmitAt(_swingFx, (Vector3)localPos + Vector3.up * 0.9f + face * 0.8f, 6 + (step - 1) * 5);
|
|
PlayClip(_swingClip, (Vector3)localPos, 0.45f);
|
|
PrototypeCameraRig.AddShake(0.04f * step);
|
|
var tcfg = SystemAPI.TryGetSingleton<TuningConfig>(out var tcv2) ? tcv2 : TuningConfig.Defaults(); // review wf_98bf1268: release fallback = Defaults(), matching the server sim
|
|
int comboLen = (int)math.clamp((int)tcfg.MeleeComboLength, 1, 3);
|
|
bool finisher = step >= comboLen;
|
|
float slashRange = tcfg.MeleeRange > 0f ? tcfg.MeleeRange : 2.2f;
|
|
float slashHalf = tcfg.MeleeConeHalfAngleRad > 0f ? tcfg.MeleeConeHalfAngleRad : 0.9f;
|
|
// Slice-2 deferred reach fix: the SERVER folds per-player StatModifiers into melee range
|
|
// (class seed +0.8, boons, meta tiers) -- the arc must sweep the REAL reach, not the base.
|
|
if (EntityManager.HasBuffer<StatModifier>(_localPlayer))
|
|
slashRange = math.max(0f, StatMath.Apply(slashRange, StatTarget.MeleeRange,
|
|
EntityManager.GetBuffer<StatModifier>(_localPlayer, true)));
|
|
if (finisher) slashRange *= tcfg.MeleeFinisherRangeMult > 0f ? tcfg.MeleeFinisherRangeMult : 1.25f; // 07-20 G2.2: REACH-only finisher mult
|
|
// 07-20 G2.4 (review C13): the sweep-reveal (60% of life) completes AT the LIVE contact tick, so
|
|
// the drawn edge and the damage moment stay one object under knob tuning.
|
|
uint contactTicks = MeleeTiming.ContactTicks((byte)step, math.max(0f, tcfg.MeleeContactTicks));
|
|
float arcLife = Mathf.Max(finisher ? 0.5f : 0.34f, (contactTicks / 60f) / 0.6f);
|
|
TriggerSlash((Vector3)localPos, new float2(face.x, face.z), slashRange, slashHalf, step, comboLen, false, arcLife);
|
|
// 07-20 G2.1/G5 (review C14): the CONNECT package (bite burst/thunk/kick/rumble + the finisher
|
|
// hold) fires at the CONTACT tick -- not here at the swing edge, where damage doesn't exist yet.
|
|
_pendingConnectStep = step;
|
|
if (contactTicks == 0u)
|
|
{
|
|
_pendingConnectTick = 0u;
|
|
EvaluateMeleeConnect(localPos, step, comboLen); // knob 0 = legacy same-tick connect
|
|
}
|
|
else
|
|
{
|
|
_pendingConnectTick = TickUtil.NonZero(mc.SwingStartTick + contactTicks);
|
|
}
|
|
}
|
|
_lastLocalSwingTick = mc.SwingStartTick;
|
|
_swingTickInit = true;
|
|
|
|
// 07-20: fire the deferred connect package when the blade lands (contact tick reached; wrap-safe).
|
|
if (_pendingConnectTick != 0u
|
|
&& SystemAPI.TryGetSingleton<NetworkTime>(out var meleeNt) && meleeNt.ServerTick.IsValid
|
|
&& !new NetworkTick(_pendingConnectTick).IsNewerThan(meleeNt.ServerTick))
|
|
{
|
|
var ct2 = SystemAPI.TryGetSingleton<TuningConfig>(out var ctv2) ? ctv2 : TuningConfig.Defaults(); // review wf_98bf1268: release fallback
|
|
int cLen = (int)math.clamp((int)ct2.MeleeComboLength, 1, 3);
|
|
EvaluateMeleeConnect(localPos, _pendingConnectStep, cLen);
|
|
_pendingConnectTick = 0u;
|
|
}
|
|
}
|
|
|
|
|
|
// Shoulder-lamp beam (07-16e, operator: "make the lamp actually light up" — LANTERN's light-is-
|
|
// territory read starts on the suit). A warm STEADY spot (steady = true light) mounted at the kit
|
|
// lamp's clavicle offset, riding the BODY yaw (PlayerFacing — the lamp is bolted to the suit, so it
|
|
// sweeps with the body, not the cursor), tilted down onto the seabed ahead. Local player only.
|
|
if (_localPlayer != Entity.Null && FeelConfig.ShoulderLampIntensity > 0f)
|
|
{
|
|
if (_lampLight == null)
|
|
{
|
|
var lampGo = new GameObject("~ShoulderLamp");
|
|
lampGo.transform.SetParent(_fxRoot, false);
|
|
_lampLight = lampGo.AddComponent<Light>();
|
|
_lampLight.type = LightType.Spot;
|
|
_lampLight.color = new Color(1f, 0.78f, 0.45f); // warm gold — ours, steady
|
|
_lampLight.shadows = LightShadows.None;
|
|
_lampLight.spotAngle = 58f;
|
|
_lampLight.innerSpotAngle = 26f;
|
|
}
|
|
_lampLight.intensity = FeelConfig.ShoulderLampIntensity;
|
|
_lampLight.range = FeelConfig.ShoulderLampRange;
|
|
float2 lampFace = EntityManager.HasComponent<PlayerFacing>(_localPlayer)
|
|
? EntityManager.GetComponentData<PlayerFacing>(_localPlayer).Direction
|
|
: new float2(0f, 1f);
|
|
if (math.lengthsq(lampFace) < 1e-6f) lampFace = new float2(0f, 1f);
|
|
var lampYaw = Quaternion.LookRotation(new Vector3(lampFace.x, 0f, lampFace.y));
|
|
_lampLight.transform.SetPositionAndRotation(
|
|
(Vector3)localPos + lampYaw * new Vector3(0.27f, 0.55f, 0.05f), // the kit lamp's shoulder offset
|
|
lampYaw * Quaternion.Euler(26f, 0f, 0f)); // down-tilt puts the hotspot ~3m ahead (14° landed ~6m out — too diffuse)
|
|
}
|
|
else if (_lampLight != null && _lampLight.intensity > 0f)
|
|
{
|
|
_lampLight.intensity = 0f;
|
|
}
|
|
|
|
|
|
// Bubble exhaust (07-16 gap-list): a periodic trickle from the dome (entity origin ≈ chest; dome
|
|
// sits ~0.78 up), jittered so it never reads as a metronome. One extra bubble rides each footstep.
|
|
if (_localPlayer != Entity.Null && FeelConfig.BubbleIntervalSec > 0f && FeelConfig.BubbleBurstCount > 0)
|
|
{
|
|
_bubbleTimer -= dt;
|
|
if (_bubbleTimer <= 0f)
|
|
{
|
|
_bubbleTimer = FeelConfig.BubbleIntervalSec * (0.8f + UnityEngine.Random.value * 0.4f);
|
|
EmitAt(_bubbleFx, (Vector3)localPos + Vector3.up * 0.78f, FeelConfig.BubbleBurstCount);
|
|
}
|
|
}
|
|
|
|
|
|
// Footsteps (07-15 underwater feel): stride-DISTANCE stepping — accumulate planar travel and step
|
|
// every FootstepStrideMeters, so cadence tracks the real (drifting) velocity instead of a fixed
|
|
// timer. Heavier read: deep thud variant + volume jitter + a silt puff at the feet.
|
|
if (_localPlayer != Entity.Null)
|
|
{
|
|
Vector3 lp = (Vector3)localPos;
|
|
if (_footInit)
|
|
{
|
|
float planar = new Vector2(lp.x - _lastFootPos.x, lp.z - _lastFootPos.z).magnitude;
|
|
float sp = dt > 1e-4f ? planar / dt : 0f;
|
|
_footStepGap -= dt;
|
|
if (sp >= FeelConfig.FootstepMinSpeed)
|
|
{
|
|
_footDistAccum += planar;
|
|
// 07-16 review: the seconds floor stops a dash/blink from machine-gunning 2-4 thuds in ~0.1s
|
|
// (the old fixed-interval timer capped this implicitly).
|
|
if (_footDistAccum >= FeelConfig.FootstepStrideMeters && _footStepGap <= 0f)
|
|
{
|
|
_footDistAccum = 0f;
|
|
_footStepGap = 0.18f;
|
|
float j = FeelConfig.FootstepJitter;
|
|
var stepClip = _footstepClips[UnityEngine.Random.Range(0, _footstepClips.Length)];
|
|
PlayClip(stepClip, lp, FeelConfig.FootstepVolume * (1f + UnityEngine.Random.Range(-j, j)));
|
|
if (FeelConfig.FootstepPuffCount > 0)
|
|
EmitAt(_stepFx, lp + Vector3.down * 0.85f, FeelConfig.FootstepPuffCount); // entity origin = capsule center -> feet
|
|
if (FeelConfig.BubbleBurstCount > 0)
|
|
EmitAt(_bubbleFx, lp + Vector3.up * 0.78f, 1); // exertion bubble, loosely step-synced
|
|
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_footDistAccum = FeelConfig.FootstepStrideMeters * 0.6f; // primed: the first step lands quickly on move-start
|
|
}
|
|
}
|
|
_lastFootPos = lp; _footInit = true;
|
|
}
|
|
RumbleUtil.Tick(); // auto-stop any elapsed gamepad rumble pulse
|
|
UpdateProjectileTrails(cfg);
|
|
PruneVfx();
|
|
AnimateNumbers(dt, cam);
|
|
UpdateSlash(dt);
|
|
|
|
UpdateRemoteSwings(dt);
|
|
}
|
|
|
|
// ---- Authored VFX (GabrielAguiar prefabs via VFXConfig); fall back to the procedural burst ----
|
|
|
|
static GameObject PlayerDeathPrefab(VFXConfig cfg)
|
|
{
|
|
if (cfg == null) return null;
|
|
return cfg.PlayerDeath != null ? cfg.PlayerDeath : cfg.EnemyDeath;
|
|
}
|
|
|
|
// Emit a colored particle burst at a position (per-emit startColor) — used for the enemy hit-flash + kill pop
|
|
// without a dedicated particle system (the unused FeelConfig.HitFlashColor finally lights enemies on a hit).
|
|
void EmitColored(ParticleSystem ps, Vector3 pos, int count, Color color)
|
|
{
|
|
if (ps == null || count <= 0) return;
|
|
var ep = new ParticleSystem.EmitParams { position = pos, startColor = color };
|
|
ps.Emit(ep, count);
|
|
// Phase 1.5 lighting: every colored burst also throws a short point-light flash (dark-ambient look).
|
|
DynamicLightSystem.RequestFlash(pos, color, Mathf.Clamp(count / 18f, 0.4f, 1.4f));
|
|
}
|
|
|
|
void Burst(ParticleSystem fallback, GameObject prefab, Vector3 pos, int count)
|
|
{
|
|
if (prefab != null) SpawnVfx(prefab, pos, Quaternion.identity);
|
|
else EmitAt(fallback, pos, count);
|
|
}
|
|
|
|
void SpawnVfx(GameObject prefab, Vector3 pos, Quaternion rot)
|
|
{
|
|
if (prefab == null || _fxRoot == null) return;
|
|
if (_activeVfx.Count >= MaxActiveVfx) return; // saturated: drop (cheap) rather than thrash GC
|
|
var go = Object.Instantiate(prefab, pos, rot, _fxRoot);
|
|
go.transform.position = pos;
|
|
StripCosmetic(go);
|
|
var systems = go.GetComponentsInChildren<ParticleSystem>();
|
|
for (int i = 0; i < systems.Length; i++) systems[i].Play();
|
|
_activeVfx.Add(new TimedVfx { Go = go, Kill = SystemAPI.Time.ElapsedTime + VfxLifetime(go) });
|
|
// Phase 1.5 lighting: authored VFX impacts flash too (a==0 -> config default colour).
|
|
DynamicLightSystem.RequestFlash(pos, new Color(0f, 0f, 0f, 0f), 1f);
|
|
}
|
|
|
|
void PruneVfx()
|
|
{
|
|
double now = SystemAPI.Time.ElapsedTime;
|
|
for (int i = _activeVfx.Count - 1; i >= 0; i--)
|
|
{
|
|
if (now < _activeVfx[i].Kill) continue;
|
|
if (_activeVfx[i].Go != null) Object.Destroy(_activeVfx[i].Go);
|
|
_activeVfx.RemoveAt(i);
|
|
}
|
|
}
|
|
|
|
// A looping trail prefab follows each in-flight projectile ghost; destroyed when it despawns.
|
|
void UpdateProjectileTrails(VFXConfig cfg)
|
|
{
|
|
if (cfg == null || cfg.ProjectileTrail == null || _fxRoot == null)
|
|
{
|
|
// Config cleared mid-run: drop any orphaned trails so they don't linger.
|
|
if (_projTrails.Count > 0)
|
|
{
|
|
foreach (var kv in _projTrails) if (kv.Value != null) Object.Destroy(kv.Value);
|
|
_projTrails.Clear();
|
|
}
|
|
return;
|
|
}
|
|
|
|
_projSeen.Clear();
|
|
foreach (var (xf, entity) in
|
|
SystemAPI.Query<RefRO<LocalTransform>>().WithAll<Projectile>().WithEntityAccess())
|
|
{
|
|
_projSeen.Add(entity);
|
|
Vector3 wp = (Vector3)xf.ValueRO.Position;
|
|
if (_projTrails.TryGetValue(entity, out var trail))
|
|
{
|
|
if (trail != null) trail.transform.position = wp;
|
|
}
|
|
else
|
|
{
|
|
var go = Object.Instantiate(cfg.ProjectileTrail, wp, Quaternion.identity, _fxRoot);
|
|
StripCosmetic(go); // GA "projectile" prefabs ship a Rigidbody + mover; keep particles only
|
|
var systems = go.GetComponentsInChildren<ParticleSystem>();
|
|
for (int i = 0; i < systems.Length; i++) systems[i].Play();
|
|
_projTrails[entity] = go;
|
|
}
|
|
}
|
|
|
|
if (_projTrails.Count == _projSeen.Count) return;
|
|
_projStale.Clear();
|
|
foreach (var kv in _projTrails)
|
|
if (!_projSeen.Contains(kv.Key)) _projStale.Add(kv.Key);
|
|
for (int i = 0; i < _projStale.Count; i++)
|
|
{
|
|
if (_projTrails[_projStale[i]] != null) Object.Destroy(_projTrails[_projStale[i]]);
|
|
_projTrails.Remove(_projStale[i]);
|
|
}
|
|
}
|
|
|
|
// Cosmetic VFX must be particles only. GA demo "projectile" prefabs ship a non-kinematic Rigidbody,
|
|
// a solid collider, and a mover (ProjectileMoveScript) that self-propels and spawns secondary muzzle/hit
|
|
// effects on contact — strip all of that so our per-frame reposition is authoritative and nothing leaks.
|
|
static void StripCosmetic(GameObject go)
|
|
{
|
|
foreach (var rb in go.GetComponentsInChildren<Rigidbody>(true)) Object.Destroy(rb);
|
|
foreach (var col in go.GetComponentsInChildren<Collider>(true)) Object.Destroy(col);
|
|
foreach (var mb in go.GetComponentsInChildren<MonoBehaviour>(true))
|
|
{
|
|
if (mb == null) continue;
|
|
string n = mb.GetType().Name;
|
|
// Disable (not destroy) BEFORE Start runs so the mover's Start-spawned muzzle never fires.
|
|
if (n.IndexOf("Projectile", System.StringComparison.OrdinalIgnoreCase) >= 0 ||
|
|
n.IndexOf("Move", System.StringComparison.OrdinalIgnoreCase) >= 0)
|
|
mb.enabled = false;
|
|
}
|
|
}
|
|
|
|
// Real effect duration from the longest child ParticleSystem (clamped), so we don't force-kill early
|
|
// or hold a finished GameObject around on a blanket TTL.
|
|
static double VfxLifetime(GameObject go)
|
|
{
|
|
float longest = 0f;
|
|
foreach (var ps in go.GetComponentsInChildren<ParticleSystem>(true))
|
|
{
|
|
var main = ps.main;
|
|
float d = main.duration + main.startLifetime.constantMax;
|
|
if (d > longest) longest = d;
|
|
}
|
|
return Mathf.Clamp(longest, 1f, 6f);
|
|
}
|
|
|
|
// ---- Floating damage numbers (pooled, billboarded TextMesh) ----
|
|
|
|
class FloatingNumber
|
|
{
|
|
public TextMesh Tm;
|
|
public Transform Tr;
|
|
public float Age;
|
|
public float Life;
|
|
public Vector3 Vel;
|
|
public Color BaseColor;
|
|
public bool Active;
|
|
}
|
|
|
|
FloatingNumber CreateNumber()
|
|
{
|
|
var go = new GameObject("DamageNumber");
|
|
go.transform.SetParent(_fxRoot, false);
|
|
var tm = go.AddComponent<TextMesh>();
|
|
tm.characterSize = 0.12f;
|
|
tm.fontSize = 64;
|
|
tm.anchor = TextAnchor.MiddleCenter;
|
|
tm.alignment = TextAlignment.Center;
|
|
tm.color = Color.white;
|
|
tm.fontStyle = FontStyle.Bold;
|
|
go.SetActive(false);
|
|
return new FloatingNumber { Tm = tm, Tr = go.transform, Active = false };
|
|
}
|
|
|
|
void SpawnNumber(float amount, Vector3 worldPos, bool isLocalPlayer, Camera cam)
|
|
{
|
|
FloatingNumber fn = null;
|
|
for (int i = 0; i < _numbers.Count; i++)
|
|
if (!_numbers[i].Active) { fn = _numbers[i]; break; }
|
|
if (fn == null) return; // pool exhausted this frame: drop (cheap)
|
|
|
|
fn.Active = true;
|
|
fn.Age = 0f;
|
|
float mag = Mathf.Clamp01(amount / Mathf.Max(1f, FeelConfig.HitStopRefDamage)); // big hits read bigger
|
|
fn.Life = Mathf.Lerp(0.6f, 0.95f, mag);
|
|
fn.Tm.text = Mathf.Max(1, Mathf.RoundToInt(amount)).ToString();
|
|
fn.BaseColor = isLocalPlayer ? new Color(1f, 0.5f, 0.22f) : new Color(0.45f, 0.92f, 1f); // Blight orange (hurt) / Aether cyan (you hit)
|
|
fn.Tm.color = fn.BaseColor;
|
|
fn.Tr.position = worldPos + Vector3.up * 1.4f + new Vector3(UnityEngine.Random.Range(-0.25f, 0.25f), 0f, 0f);
|
|
fn.Vel = new Vector3(0f, 2.2f, 0f);
|
|
fn.Tr.localScale = Vector3.one * Mathf.Lerp(0.85f, 1.5f, mag);
|
|
fn.Tr.gameObject.SetActive(true);
|
|
if (cam != null) fn.Tr.rotation = cam.transform.rotation;
|
|
}
|
|
|
|
void AnimateNumbers(float dt, Camera cam)
|
|
{
|
|
for (int i = 0; i < _numbers.Count; i++)
|
|
{
|
|
var fn = _numbers[i];
|
|
if (!fn.Active) continue;
|
|
|
|
fn.Age += dt;
|
|
if (fn.Age >= fn.Life)
|
|
{
|
|
fn.Active = false;
|
|
fn.Tr.gameObject.SetActive(false);
|
|
continue;
|
|
}
|
|
|
|
fn.Vel.y -= 3.5f * dt; // ease the rise
|
|
fn.Tr.position += fn.Vel * dt;
|
|
if (cam != null) fn.Tr.rotation = cam.transform.rotation;
|
|
|
|
var c = fn.BaseColor;
|
|
c.a = 1f - (fn.Age / fn.Life);
|
|
fn.Tm.color = c;
|
|
}
|
|
}
|
|
|
|
// ---- Procedural SFX + pooled particle bursts (fallback when no authored prefab) ----
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void BuildSlash()
|
|
{
|
|
var go = new GameObject("MeleeSlashArc");
|
|
go.transform.SetParent(_fxRoot, false);
|
|
_slashMesh = new Mesh { name = "MeleeSlashArc" };
|
|
var mf = go.AddComponent<MeshFilter>();
|
|
mf.sharedMesh = _slashMesh;
|
|
_slashMr = go.AddComponent<MeshRenderer>();
|
|
_slashMat = MakeParticleMaterial();
|
|
_slashMat.name = "MeleeSlashArc";
|
|
_slashMr.sharedMaterial = _slashMat;
|
|
_slashMr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
|
|
_slashMr.receiveShadows = false;
|
|
_slashMr.enabled = false;
|
|
|
|
// 07-20 G2.3: the blade-smear ribbon -- a narrow band at blade height tracking the arc's leading edge
|
|
// (child of the arc GO so the transform follows for free). Geometry via BuildSlashInto's angular-window
|
|
// mode (review C18: one shared builder, no drift from arc retones).
|
|
var smearGo = new GameObject("MeleeSmearRibbon");
|
|
smearGo.transform.SetParent(go.transform, false);
|
|
_smearMesh = new Mesh { name = "MeleeSmearRibbon" };
|
|
smearGo.AddComponent<MeshFilter>().sharedMesh = _smearMesh;
|
|
_smearMr = smearGo.AddComponent<MeshRenderer>();
|
|
_smearMat = MakeParticleMaterial();
|
|
_smearMat.name = "MeleeSmearRibbon";
|
|
_smearMr.sharedMaterial = _smearMat;
|
|
_smearMr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
|
|
_smearMr.receiveShadows = false;
|
|
_smearMr.enabled = false;
|
|
}
|
|
|
|
// Rebuild the crescent (inner->outer arc) for the LIVE cone half-angle + range, in local +Z-forward space.
|
|
// `reveal` (0..1) sweeps the arc open from one edge (sweepSign) toward the other so the cleave reads directional.
|
|
// 07-20 G2.3 extension: innerFrac/y/angularWindowRad let the SAME builder cut the blade-smear ribbon
|
|
// (a narrow band trailing the leading edge at blade height) -- defaults reproduce the classic ground arc.
|
|
void BuildSlashInto(Mesh mesh, float range, float halfAngle, float reveal, int sweepSign,
|
|
float innerFrac = 0.45f, float y = 0f, float angularWindowRad = 0f)
|
|
{
|
|
const int seg = 16;
|
|
float r1 = Mathf.Max(0.4f, range);
|
|
float r0 = r1 * innerFrac;
|
|
float aStart = sweepSign >= 0 ? -halfAngle : halfAngle; // trailing edge
|
|
float aFull = sweepSign >= 0 ? halfAngle : -halfAngle; // far edge
|
|
float aEnd = Mathf.Lerp(aStart, aFull, Mathf.Clamp01(reveal)); // current leading edge of the sweep
|
|
float aBase = aStart;
|
|
if (angularWindowRad > 0f) // smear mode: only the trailing band behind the leading edge
|
|
aBase = sweepSign >= 0 ? Mathf.Max(aStart, aEnd - angularWindowRad) : Mathf.Min(aStart, aEnd + angularWindowRad);
|
|
var verts = new Vector3[(seg + 1) * 2];
|
|
var cols = new Color[(seg + 1) * 2];
|
|
var uvs = new Vector2[(seg + 1) * 2];
|
|
var tris = new int[seg * 6];
|
|
for (int i = 0; i <= seg; i++)
|
|
{
|
|
float a = Mathf.Lerp(aBase, aEnd, i / (float)seg);
|
|
float sx = Mathf.Sin(a), cz = Mathf.Cos(a);
|
|
verts[i * 2] = new Vector3(sx * r0, y, cz * r0);
|
|
verts[i * 2 + 1] = new Vector3(sx * r1, y, cz * r1);
|
|
float lead = i / (float)seg; // 0 trailing -> 1 leading edge (brightest at the travelling blade)
|
|
cols[i * 2] = new Color(1f, 1f, 1f, 0.35f * (0.2f + 0.8f * lead)); // 07-19 retone: a wake, not a laser // inner, brightest at the leading edge
|
|
cols[i * 2 + 1] = new Color(1f, 1f, 1f, 0f); // outer rim fades out
|
|
uvs[i * 2] = new Vector2(0.5f, 0.5f);
|
|
uvs[i * 2 + 1] = new Vector2(0.5f, 0.5f);
|
|
}
|
|
for (int i = 0; i < seg; i++)
|
|
{
|
|
int b = i * 2;
|
|
tris[i * 6 + 0] = b; tris[i * 6 + 1] = b + 1; tris[i * 6 + 2] = b + 2;
|
|
tris[i * 6 + 3] = b + 1; tris[i * 6 + 4] = b + 3; tris[i * 6 + 5] = b + 2;
|
|
}
|
|
mesh.Clear();
|
|
mesh.vertices = verts;
|
|
mesh.colors = cols;
|
|
mesh.uv = uvs;
|
|
mesh.triangles = tris;
|
|
mesh.RecalculateBounds();
|
|
}
|
|
|
|
// Trigger a cone-shaped slash matching the LIVE melee range + half-angle, oriented along facing. The arc IS
|
|
// the range telegraph (MC-4 clarity) AND now SWEEPS across + ramps per combo step so the swing reads as a
|
|
// directional, escalating cleave rather than a static flash.
|
|
// C4: fire a brief presentation-only hit-stop hold, throttled (never Time.timeScale; the sim keeps ticking).
|
|
void TryHold(int frames = 0) // 07-20 G5 (review C17): ONE hold path, per-verb frames (0 = the light default)
|
|
{
|
|
if (!FeelConfig.HitStopFreezeEnabled) return;
|
|
double now = SystemAPI.Time.ElapsedTime;
|
|
if (now - _lastHoldTime < 0.22) return;
|
|
_lastHoldTime = now;
|
|
PrototypeCameraRig.Hold(frames > 0 ? frames : FeelConfig.HitStopMaxFrames);
|
|
}
|
|
|
|
// 07-20 G2.1/G5 (review C14): the melee CONNECT package, fired when the blade actually LANDS. Recomputes
|
|
// aim + reach LIVE at the contact tick (the cast-turn kept steering since the swing edge) over the cached
|
|
// enemy snapshot; brightens the still-sweeping arc on a bite; the finisher hold is the G5 heavy beat.
|
|
void EvaluateMeleeConnect(float3 localPos, int step, int comboLen)
|
|
{
|
|
if (_localPlayer == Entity.Null || !EntityManager.Exists(_localPlayer)) return;
|
|
var cfg = VFXConfig.Instance;
|
|
bool finisher = step >= comboLen;
|
|
float range = 2.2f, half = 0.9f, finRange = 1.25f;
|
|
// Review wf_98bf1268: Defaults() fallback — release clients must match the release server's timing.
|
|
var tcfg = SystemAPI.TryGetSingleton<TuningConfig>(out var mcv) ? mcv : TuningConfig.Defaults();
|
|
if (tcfg.MeleeRange > 0f) range = tcfg.MeleeRange;
|
|
if (tcfg.MeleeConeHalfAngleRad > 0f) half = tcfg.MeleeConeHalfAngleRad;
|
|
if (tcfg.MeleeFinisherRangeMult > 0f) finRange = tcfg.MeleeFinisherRangeMult;
|
|
if (EntityManager.HasBuffer<StatModifier>(_localPlayer))
|
|
range = math.max(0f, StatMath.Apply(range, StatTarget.MeleeRange,
|
|
EntityManager.GetBuffer<StatModifier>(_localPlayer, true)));
|
|
if (finisher) range *= finRange;
|
|
float2 fdir = new float2(0f, 1f);
|
|
if (EntityManager.HasComponent<PlayerFacing>(_localPlayer) && EntityManager.HasComponent<PlayerInput>(_localPlayer))
|
|
fdir = FacingMath.ResolveAim(
|
|
EntityManager.GetComponentData<PlayerInput>(_localPlayer).Aim,
|
|
EntityManager.GetComponentData<PlayerFacing>(_localPlayer).Direction);
|
|
bool connected = NearestEnemyInCone(localPos, fdir, range, Mathf.Cos(half), out var nearestHit); // review wf_98bf1268: shared scan
|
|
if (connected)
|
|
{
|
|
Burst(_hitFx, cfg != null ? cfg.Hit : null, nearestHit + Vector3.up * 0.7f, FeelConfig.HitBurstCount);
|
|
PlayClip(_meleeConnectClip, nearestHit, FeelConfig.MeleeConnectVolume);
|
|
PrototypeCameraRig.PunchFov(FeelConfig.MeleeConnectFovKick, FeelConfig.HitStopDurationMs);
|
|
if (FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
|
|
RumbleUtil.Pulse(FeelConfig.RumbleHit * 0.6f, FeelConfig.RumbleHit, FeelConfig.RumbleDurationSec);
|
|
if (_slashActive) _slashTint *= 1.4f; // the bite brighten, now AT the bite (UpdateSlash re-reads the tint)
|
|
}
|
|
if (finisher)
|
|
{
|
|
PrototypeCameraRig.PunchFov(FeelConfig.DashFovKick * 0.6f, FeelConfig.HitStopDurationMs);
|
|
TryHold(FeelConfig.FinisherHoldFrames); // G5: the heavy payoff beat, at contact
|
|
}
|
|
}
|
|
|
|
// 07-21 G6 (review wf_98bf1268): ONE nearest-living-enemy-in-cone scan over the FX cache — shared by the
|
|
// socket-fire cue, the melee connect package and the deferred cone connect (three copies would drift).
|
|
bool NearestEnemyInCone(float3 pos, float2 dir, float range, float cosHalf, out Vector3 hit)
|
|
{
|
|
hit = (Vector3)pos; float best = float.MaxValue; bool found = false;
|
|
foreach (var kv in _cache)
|
|
{
|
|
if (!kv.Value.IsEnemy) continue;
|
|
if (!MeleeConeMath.InCone(pos, dir, range, cosHalf, kv.Value.Pos)) continue;
|
|
float d2 = math.distancesq(pos, kv.Value.Pos);
|
|
if (d2 < best) { best = d2; hit = (Vector3)kv.Value.Pos; found = true; }
|
|
}
|
|
return found;
|
|
}
|
|
|
|
// 07-21 G6: the cone socket's CONNECT package at the CONTACT tick — the EvaluateMeleeConnect mirror for
|
|
// the SpecialSlam (aim recomputed LIVE at contact; range/half latched at the fire edge from the socket's
|
|
// folded stats). Fired by the deferred check next to the socket-fire branch (C14 idiom).
|
|
void EvaluateConeConnect(float3 localPos)
|
|
{
|
|
if (_localPlayer == Entity.Null || !EntityManager.Exists(_localPlayer)) return;
|
|
var cfg = VFXConfig.Instance;
|
|
float2 fdir = new float2(0f, 1f);
|
|
if (EntityManager.HasComponent<PlayerFacing>(_localPlayer) && EntityManager.HasComponent<PlayerInput>(_localPlayer))
|
|
fdir = FacingMath.ResolveAim(
|
|
EntityManager.GetComponentData<PlayerInput>(_localPlayer).Aim,
|
|
EntityManager.GetComponentData<PlayerFacing>(_localPlayer).Direction);
|
|
if (!NearestEnemyInCone(localPos, fdir, _pendingConeRange, Mathf.Cos(_pendingConeHalf), out var hit)) return;
|
|
Burst(_hitFx, cfg != null ? cfg.Hit : null, hit + Vector3.up * 0.7f, FeelConfig.HitBurstCount);
|
|
PlayClip(_meleeConnectClip, hit, FeelConfig.MeleeConnectVolume);
|
|
PrototypeCameraRig.PunchFov(FeelConfig.MeleeConnectFovKick, FeelConfig.HitStopDurationMs);
|
|
if (FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
|
|
RumbleUtil.Pulse(FeelConfig.RumbleHit * 0.6f, FeelConfig.RumbleHit, FeelConfig.RumbleDurationSec);
|
|
if (_slashActive) _slashTint *= 1.4f; // the bite brighten, AT the slam's landing
|
|
}
|
|
|
|
|
|
void TriggerSlash(Vector3 pos, float2 facing, float range, float halfAngle, int step, int comboLen, bool connected, float lifeOverride = 0f)
|
|
{
|
|
if (_slashMr == null || _slashMat == null) return;
|
|
bool finisher = step >= comboLen;
|
|
_slashRange = range; _slashHalf = halfAngle;
|
|
_slashSweepSign = (step % 2 == 0) ? -1 : 1; // alternate L->R / R->L per swing -> reads as alternating strikes
|
|
BuildSlashInto(_slashMesh, range, halfAngle, 0f, _slashSweepSign); // start closed; UpdateSlash sweeps it open
|
|
Vector3 f = math.lengthsq(facing) > 1e-6f ? new Vector3(facing.x, 0f, facing.y).normalized : Vector3.forward;
|
|
var tr = _slashMr.transform;
|
|
tr.position = pos + Vector3.up * 0.12f;
|
|
tr.rotation = Quaternion.LookRotation(f, Vector3.up);
|
|
tr.localScale = Vector3.one;
|
|
// Per-step ramp so the chain visibly builds to the finisher (the steps were byte-identical before).
|
|
float t = comboLen > 1 ? math.saturate((step - 1) / (float)(comboLen - 1)) : 1f;
|
|
_slashTint = finisher
|
|
? new Color(1.7f, 1.25f, 0.5f) // finisher: lamp-warm accent (07-19 retone)
|
|
: Color.Lerp(new Color(0.5f, 0.9f, 1.05f), new Color(0.8f, 1.3f, 1.4f), t); // dim bioluminescent teal, brighter per step
|
|
if (connected) _slashTint *= 1.4f; // brighter arc on a confirmed bite (the immediate "you hit" read)
|
|
_slashTint *= Mathf.Max(0f, FeelConfig.MeleeArcIntensity); // 07-19 LANTERN retone: live dimmer knob
|
|
_slashLife = lifeOverride > 0f ? lifeOverride : (finisher ? 0.50f : Mathf.Lerp(0.30f, 0.38f, t)); // 07-20: melee passes a knob-derived life (reveal ends AT contact)
|
|
_slashAge = 0f;
|
|
_slashActive = true;
|
|
_slashMat.color = _slashTint;
|
|
_slashMr.enabled = true;
|
|
// 07-19 vibe: a few slow bubbles shed along the cleave path (the murk answers the swing).
|
|
if (_bubbleFx != null && FeelConfig.MeleeArcBubbles > 0)
|
|
EmitColored(_bubbleFx, pos + f * (range * 0.55f) + Vector3.up * 0.35f, FeelConfig.MeleeArcBubbles, new Color(0.75f, 0.95f, 1f, 0.8f));
|
|
}
|
|
|
|
void UpdateSlash(float dt)
|
|
{
|
|
if (!_slashActive || _slashMr == null) return;
|
|
_slashAge += dt;
|
|
float u = _slashAge / Mathf.Max(1e-4f, _slashLife);
|
|
if (u >= 1f) { _slashActive = false; _slashMr.enabled = false; if (_smearMr != null) _smearMr.enabled = false; return; }
|
|
// MC-4 clarity: SWEEP the crescent open across the arc over the first ~60% of life (reads as a blade
|
|
// travelling through the cleave), then hold + fade — instead of popping the whole cone at once.
|
|
float reveal = Mathf.Clamp01(u / 0.6f);
|
|
BuildSlashInto(_slashMesh, _slashRange, _slashHalf, reveal, _slashSweepSign);
|
|
var c = _slashTint; c.a = u < 0.6f ? 1f : 1f - (u - 0.6f) / 0.4f; _slashMat.color = c;
|
|
_slashMr.transform.localScale = Vector3.one * (1f + u * 0.06f); // 07-19: subtler drift
|
|
|
|
// 07-20 G2.3: the blade-smear ribbon rides the arc's leading edge at blade height while the sweep runs
|
|
// (the reach trick: the swept edge reads FROM THE WEAPON, not as a floor decal alone).
|
|
bool smearShow = _smearMr != null && u < 0.75f;
|
|
if (_smearMr != null) _smearMr.enabled = smearShow;
|
|
if (smearShow)
|
|
{
|
|
BuildSlashInto(_smearMesh, _slashRange, _slashHalf, reveal, _slashSweepSign,
|
|
innerFrac: 0.7f, y: 0.95f, angularWindowRad: 0.25f); // thin band = streak, not a pane
|
|
var sc = _slashTint * 0.8f;
|
|
sc.a = (u < 0.6f ? 0.7f : 0.7f * (1f - (u - 0.6f) / 0.15f));
|
|
_smearMat.color = sc;
|
|
}
|
|
}
|
|
|
|
// Remote teammates' melee cleave arcs (deferred-items pass, co-op readability): the local player's swing
|
|
// renders via _slashMr; here each REMOTE player (interpolated, GhostOwnerIsLocal DISABLED) gets a pooled
|
|
// slash arc edge-detected from its replicated MeleeCombo.SwingStartTick + PlayerFacing. Observe-only client
|
|
// presentation; no sim, no new [GhostField]. Anchored to the moving teammate while it sweeps open + fades.
|
|
// NOTE (07-15 SoD facing, accepted asymmetry): remote arcs deliberately do NOT use FacingMath.ResolveAim —
|
|
// PlayerInput.Aim is owner-only (never replicated to non-owners), so body-yaw PlayerFacing is the closest
|
|
// replicated proxy; the cast-turn converges facing onto the aim within a few ticks. Do not "fix" this to Aim.
|
|
void UpdateRemoteSwings(float dt)
|
|
{
|
|
if (!FeelConfig.RemoteSwingEnabled || _fxRoot == null) return;
|
|
// Review wf_98bf1268: Defaults() fallback — release clients must match the release server's timing
|
|
// (the dev TuningConfig singleton is editor-only; default(TuningConfig) reads knob 0 = legacy cues).
|
|
var tcfg = SystemAPI.TryGetSingleton<TuningConfig>(out var rtcv) ? rtcv : TuningConfig.Defaults();
|
|
int comboLen = (int)math.clamp((int)tcfg.MeleeComboLength, 1, 3);
|
|
float baseRange = tcfg.MeleeRange > 0f ? tcfg.MeleeRange : 2.6f;
|
|
float baseHalf = tcfg.MeleeConeHalfAngleRad > 0f ? tcfg.MeleeConeHalfAngleRad : 0.9f;
|
|
float finisherMult = tcfg.MeleeFinisherRangeMult > 0f ? tcfg.MeleeFinisherRangeMult : 1.25f; // 07-20 G2.2: REACH-only finisher mult
|
|
float remoteContactKnob = math.max(0f, tcfg.MeleeContactTicks); // 07-20 G2.4: remote sweeps track contact too
|
|
|
|
_remoteSeen.Clear();
|
|
foreach (var (xf, facing, mc, entity) in
|
|
SystemAPI.Query<RefRO<LocalTransform>, RefRO<PlayerFacing>, RefRO<MeleeCombo>>()
|
|
.WithAll<PlayerTag>().WithDisabled<GhostOwnerIsLocal>().WithEntityAccess())
|
|
{
|
|
_remoteSeen.Add(entity);
|
|
if (!_remoteSlashes.TryGetValue(entity, out var rs)) { rs = CreateRemoteSlash(); _remoteSlashes[entity] = rs; }
|
|
|
|
uint swing = mc.ValueRO.SwingStartTick;
|
|
if (rs.Init && swing != 0 && swing != rs.LastSwingTick)
|
|
{
|
|
int step = math.max(1, (int)mc.ValueRO.Step);
|
|
bool finisher = step >= comboLen;
|
|
float rRange = baseRange; // same reach fix for teammates' arcs (their buffer is OwnerSendType.All)
|
|
if (EntityManager.HasBuffer<StatModifier>(entity))
|
|
rRange = math.max(0f, StatMath.Apply(baseRange, StatTarget.MeleeRange,
|
|
EntityManager.GetBuffer<StatModifier>(entity, true)));
|
|
rs.Range = finisher ? rRange * finisherMult : rRange;
|
|
rs.Half = baseHalf;
|
|
rs.SweepSign = (step % 2 == 0) ? -1 : 1;
|
|
rs.Tint = FeelConfig.RemoteSlashColor * (finisher ? 1.5f : 1f) * _allyFxScale; // 07-21 G4: ally FX dim under saturation (brightness only — Life stays contact-honest, C13)
|
|
rs.Life = Mathf.Max(finisher ? 0.50f : 0.34f,
|
|
(MeleeTiming.ContactTicks((byte)step, remoteContactKnob) / 60f) / 0.6f); // 07-20: reveal ends AT contact (knob-aware, review C13)
|
|
rs.Age = 0f;
|
|
rs.Active = true;
|
|
BuildSlashInto(rs.Mesh, rs.Range, rs.Half, 0f, rs.SweepSign);
|
|
rs.Mat.color = rs.Tint;
|
|
rs.Mr.enabled = true;
|
|
}
|
|
rs.LastSwingTick = swing;
|
|
rs.Init = true;
|
|
|
|
if (rs.Active)
|
|
{
|
|
rs.Age += dt;
|
|
float u = rs.Age / Mathf.Max(1e-4f, rs.Life);
|
|
if (u >= 1f) { rs.Active = false; rs.Mr.enabled = false; }
|
|
else
|
|
{
|
|
float2 fdir = facing.ValueRO.Direction;
|
|
Vector3 f = math.lengthsq(fdir) > 1e-6f ? new Vector3(fdir.x, 0f, fdir.y).normalized : Vector3.forward;
|
|
var tr = rs.Mr.transform;
|
|
tr.position = (Vector3)xf.ValueRO.Position + Vector3.up * 0.12f;
|
|
tr.rotation = Quaternion.LookRotation(f, Vector3.up);
|
|
float reveal = Mathf.Clamp01(u / 0.6f);
|
|
BuildSlashInto(rs.Mesh, rs.Range, rs.Half, reveal, rs.SweepSign);
|
|
var c = rs.Tint; c.a = u < 0.6f ? 1f : 1f - (u - 0.6f) / 0.4f; rs.Mat.color = c;
|
|
tr.localScale = Vector3.one * (1f + u * 0.06f);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (_remoteSlashes.Count != _remoteSeen.Count)
|
|
{
|
|
_remoteStale.Clear();
|
|
foreach (var kv in _remoteSlashes) if (!_remoteSeen.Contains(kv.Key)) _remoteStale.Add(kv.Key);
|
|
for (int i = 0; i < _remoteStale.Count; i++)
|
|
{
|
|
var rs = _remoteSlashes[_remoteStale[i]];
|
|
if (rs.Mesh != null) Object.Destroy(rs.Mesh);
|
|
if (rs.Mat != null) Object.Destroy(rs.Mat);
|
|
if (rs.Go != null) Object.Destroy(rs.Go);
|
|
_remoteSlashes.Remove(_remoteStale[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
RemoteSlash CreateRemoteSlash()
|
|
{
|
|
var go = new GameObject("RemoteSlashArc");
|
|
go.transform.SetParent(_fxRoot, false);
|
|
var mesh = new Mesh { name = "RemoteSlashArc" };
|
|
go.AddComponent<MeshFilter>().sharedMesh = mesh;
|
|
var mr = go.AddComponent<MeshRenderer>();
|
|
var mat = MakeParticleMaterial();
|
|
mat.name = "RemoteSlashArc";
|
|
mr.sharedMaterial = mat;
|
|
mr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
|
|
mr.receiveShadows = false;
|
|
mr.enabled = false;
|
|
return new RemoteSlash { Go = go, Mesh = mesh, Mr = mr, Mat = mat, Active = false, Init = false };
|
|
}
|
|
|
|
}
|
|
}
|