Sim speed: one SimClock steps the zone; presenters draw ahead by Lead

SimClock (engine-free) turns real frame seconds into whole fixed steps; ActionGameManager.Update feeds it outside the pause gate and Zone.Update(Time.deltaTime) is gone, with IntroCutscene (dead, Unity-driven pose writes). Entity.TurnRate is the sum of the rotation actuators' applied turn per sim second, zeroed each Update; DrawAhead reads it so EntityInstance and ShipInstance draw the latest sim state ahead by Lead. Unverified at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-08 18:26:02 +02:00
commit c4bd6e153e
11 changed files with 393 additions and 40 deletions

View file

@ -416,9 +416,10 @@ public class EntityInstance : MonoBehaviour
var direction = FireControl.Solution(weapon, Entity, Entity.Target.Value).Direction;
group.Value.position = barrel + new Vector3(direction.x, 0, direction.y) * aimDistance;
}
LocalSpace.localPosition = transform.position = Entity.Position.ToUnity();
var drawn = DrawAhead.Position(Entity, ActionGameManager.Clock.Lead);
LocalSpace.localPosition = transform.position = drawn.ToUnity();
if (_influenceInstance)
_influenceInstance.position = new Vector3(Entity.Position.x, 0, Entity.Position.z);
_influenceInstance.position = new Vector3(drawn.x, 0, drawn.z);
}
public virtual void OnDestroy()