Initial import
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151
Assets/Scripts/Systems/MovementSystems.cs
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151
Assets/Scripts/Systems/MovementSystems.cs
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.Transforms;
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using Unity.NetCode;
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using EE2Clone.Components;
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using EE2Clone.Core;
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namespace EE2Clone.Systems
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{
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/// <summary>
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/// Server-side system that processes MoveCommandRpc and sets MoveTarget on units.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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public partial struct MoveCommandSystem : 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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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (cmd, source, entity) in
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SystemAPI.Query<RefRO<MoveCommandRpc>, RefRO<ReceiveRpcCommandRequest>>()
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.WithEntityAccess())
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{
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var unitEntity = cmd.ValueRO.UnitEntity;
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if (state.EntityManager.Exists(unitEntity) &&
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state.EntityManager.HasComponent<MoveTarget>(unitEntity))
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{
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state.EntityManager.SetComponentData(unitEntity, new MoveTarget
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{
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Position = cmd.ValueRO.TargetPosition,
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IsActive = true
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});
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// Clear combat target when moving
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if (state.EntityManager.HasComponent<CombatTarget>(unitEntity))
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{
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state.EntityManager.SetComponentData(unitEntity, new CombatTarget
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{
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Target = Entity.Null
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});
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}
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// Set state to Moving
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if (state.EntityManager.HasComponent<UnitStateComponent>(unitEntity))
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{
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state.EntityManager.SetComponentData(unitEntity, new UnitStateComponent
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{
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Value = UnitState.Moving
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});
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}
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}
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ecb.DestroyEntity(entity);
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}
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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}
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}
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/// <summary>
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/// Server-side system that moves units toward their MoveTarget.
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/// Placeholder for flow-field pathfinding — currently uses direct steering.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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[UpdateAfter(typeof(MoveCommandSystem))]
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public partial struct UnitMovementSystem : 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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float dt = SystemAPI.Time.DeltaTime;
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foreach (var (transform, moveTarget, speed, unitState) in
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SystemAPI.Query<RefRW<LocalTransform>, RefRW<MoveTarget>, RefRO<MovementSpeed>, RefRW<UnitStateComponent>>()
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.WithAll<UnitTag>())
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{
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if (!moveTarget.ValueRO.IsActive) continue;
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float3 pos = transform.ValueRO.Position;
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float3 target = moveTarget.ValueRO.Position;
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float3 direction = target - pos;
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direction.y = 0; // Keep on ground plane
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float distance = math.length(direction);
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if (distance < 0.5f)
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{
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// Arrived
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moveTarget.ValueRW.IsActive = false;
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if (unitState.ValueRO.Value == UnitState.Moving)
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unitState.ValueRW.Value = UnitState.Idle;
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}
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else
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{
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float3 moveDir = math.normalize(direction);
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float moveAmount = speed.ValueRO.Value * dt;
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moveAmount = math.min(moveAmount, distance);
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var newPos = pos + moveDir * moveAmount;
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transform.ValueRW.Position = newPos;
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// Face movement direction
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transform.ValueRW.Rotation = quaternion.LookRotationSafe(moveDir, math.up());
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}
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}
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}
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}
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/// <summary>
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/// Server-side: processes StopCommandRpc — halts unit movement and clears targets.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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public partial struct StopCommandSystem : 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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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (cmd, source, entity) in
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SystemAPI.Query<RefRO<StopCommandRpc>, RefRO<ReceiveRpcCommandRequest>>()
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.WithEntityAccess())
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{
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var unitEntity = cmd.ValueRO.UnitEntity;
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if (state.EntityManager.Exists(unitEntity))
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{
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if (state.EntityManager.HasComponent<MoveTarget>(unitEntity))
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state.EntityManager.SetComponentData(unitEntity, new MoveTarget { IsActive = false });
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if (state.EntityManager.HasComponent<CombatTarget>(unitEntity))
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state.EntityManager.SetComponentData(unitEntity, new CombatTarget { Target = Entity.Null });
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if (state.EntityManager.HasComponent<UnitStateComponent>(unitEntity))
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state.EntityManager.SetComponentData(unitEntity, new UnitStateComponent { Value = UnitState.Idle });
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}
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ecb.DestroyEntity(entity);
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}
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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}
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}
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}
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