Combat
Combat
What the player can do
Shots and spells damage targets through the hit registry and hit volumes. The player body has health and can recharge under HealthRechargeConfig. Hurt feedback uses PlayerHurtConfig. Level collision for the sim uses the SDF assets listed on this page. The sim clock and sim RNG are on the co-op chapter.
What ends it
The local seat dying, or the last living occupied seat dying in co-op, ends the life. A kill volume can cause that death. Numbers for health and recharge are the as-built assets.
What is saved
Health during the life is not saved. The score written at the end of a scored life is saved by the run chapter.
Numbers
Generated snapshot
Combat
Generated from the Unity project. Do not edit this file. Regenerate: Deep Forest Labs → Slumber → Wiki → Write snapshots, or call WikiSnapshot.WriteAll().
Owns
States
_None._
Service interfaces
IAoeVfxService(DeepForestLabs.Slumber.Services) —Assets/Scripts/Services/IAoeVfxService.csICollisionField(DeepForestLabs.Slumber.Collision) —Assets/Scripts/Collision/ICollisionField.csICombatFeedbackService(DeepForestLabs.Slumber.Services) —Assets/Scripts/Services/ICombatFeedbackService.csIDeathFxService(DeepForestLabs.Slumber.Services) —Assets/Scripts/Services/IDeathFxService.csIDebugService(DeepForestLabs.Slumber.Services) —Assets/Scripts/Services/IDebugService.csIDistractionMarkers(DeepForestLabs.Slumber.Services) —Assets/Scripts/Services/IDistractionMarkers.csIEnemyProjectileQuery(DeepForestLabs.Slumber.Collision) —Assets/Scripts/Collision/IEnemyProjectileQuery.csIHealthRechargeService(DeepForestLabs.Slumber.Services) —Assets/Scripts/Services/IHealthRechargeService.csIHittableFxHandle(DeepForestLabs.Slumber.Services) —Assets/Scripts/Services/IHittableFxService.csIHittableFxService(DeepForestLabs.Slumber.Services) —Assets/Scripts/Services/IHittableFxService.csIHomingTargetService(DeepForestLabs.Slumber.Collision) —Assets/Scripts/Collision/IHomingTargetService.csIPlayerHealthService(DeepForestLabs.Slumber.Services) —Assets/Scripts/Services/IPlayerHealthService.csIPlayerVisibility(DeepForestLabs.Slumber.Services) —Assets/Scripts/Services/IPlayerVisibility.csISeatHealthService(DeepForestLabs.Slumber.Services) —Assets/Scripts/Services/ISeatHealthService.csISeatRegistry(DeepForestLabs.Slumber.Services) —Assets/Scripts/Services/ISeatRegistry.csISpatialQueryService(DeepForestLabs.Slumber.Collision) —Assets/Scripts/Collision/ISpatialQueryService.csIWeakspotTargetRegistry(DeepForestLabs.Slumber.Collision) —Assets/Scripts/Collision/IWeakspotTargetRegistry.cs
Factories
_None._
Config types
HealthRechargeConfig(DeepForestLabs.Slumber.Services) —Assets/Scripts/Services/HealthRechargeConfig.csPlayerHurtConfig(DeepForestLabs.Slumber.Combat) —Assets/Scripts/Combat/PlayerHurtConfig.csSDFAsset(DeepForestLabs.Slumber.Collision) —Assets/Scripts/Collision/SDFAsset.csSDFConfig(DeepForestLabs.Slumber.Collision) —Assets/Scripts/Collision/SDFConfig.cs
Enums
BakeMode
Assets/Scripts/Collision/SDFConfig.cs
- Runtime = 0
- PreBaked = 1
CombatFeedbackKind
Assets/Scripts/Services/ICombatFeedbackService.cs
- Hit = 0
- Kill = 1
TargetCategory
Assets/Scripts/Collision/TargetCategory.cs
- Weakspot = 0
- SkullWorm = 1
- Skull = 2
- Orobas = 3
- Scorpion = 5
- Boss = 6
Assets
HealthRechargeConfig
Assets/Data/_AssetData/Addressables/DeepForestLabs/Slumber/Rewards/HealthRechargeConfig.asset
- _rechargeDelay: 2
- _rechargePerSecond: 20
PlayerHurtConfig
Assets/Data/_AssetData/Addressables/DeepForestLabs/Slumber/PlayerHurtConfig.asset
- _capsuleHeight: 1.8
- _capsuleRadius: 0.4
SDFAsset
Assets/Art/SDF/Levels/2_SDF.asset
_No serialized fields._
Assets/SDFAsset.asset
_No serialized fields._
SDFConfig
Assets/Resources/SDFConfig.asset
- _cellSize: 1
- _boundsMargin: 5
- _bakeMode: PreBaked
- _worldMask: 1024
- _preBakedAsset: Assets/SDFAsset.asset
- _fallbackBoundsCenter: (0, 83, 0)
- _fallbackBoundsSize: (137, 215, 137)
Wired in
Assets/Scripts/Factories/GameplayContainerFactory.csmentionsHealthRechargeConfigAssets/Scripts/Factories/GameplayContainerFactory.csmentionsIAoeVfxServiceAssets/Scripts/Factories/GameplayContainerFactory.csmentionsICollisionFieldAssets/Scripts/Factories/GameplayContainerFactory.csmentionsICombatFeedbackServiceAssets/Scripts/Factories/GameplayContainerFactory.csmentionsIDebugServiceAssets/Scripts/Factories/GameplayContainerFactory.csmentionsIDistractionMarkersAssets/Scripts/Factories/GameplayContainerFactory.csmentionsIEnemyProjectileQueryAssets/Scripts/Factories/GameplayContainerFactory.csmentionsIHealthRechargeServiceAssets/Scripts/Factories/GameplayContainerFactory.csmentionsIHomingTargetServiceAssets/Scripts/Factories/GameplayContainerFactory.csmentionsIPlayerHealthServiceAssets/Scripts/Factories/GameplayContainerFactory.csmentionsIPlayerVisibilityAssets/Scripts/Factories/GameplayContainerFactory.csmentionsISeatHealthServiceAssets/Scripts/Factories/GameplayContainerFactory.csmentionsISeatRegistryAssets/Scripts/Factories/GameplayContainerFactory.csmentionsISpatialQueryServiceAssets/Scripts/Factories/GameplayContainerFactory.csmentionsIWeakspotTargetRegistryAssets/Scripts/Factories/GameplayContainerFactory.csmentionsPlayerHurtConfigAssets/Scripts/Factories/GameplayContainerFactory.csmentionsSDFConfigAssets/Scripts/Factories/LevelContainerFactory.csmentionsIDeathFxServiceAssets/Scripts/Factories/LevelContainerFactory.csmentionsIHittableFxServiceAssets/Scripts/Player/SeatPlayerRosterFactory.csmentionsISeatRegistry