351 lines
10 KiB
Markdown
351 lines
10 KiB
Markdown
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# ✅ Common Trajectory Preview Implementation Complete
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## Summary
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Created a **single common `TrajectoryPreview` component** that both FortFight and Airplane minigames now use. The base `DragLaunchController` class holds the trajectory preview reference and handles all visual feedback automatically.
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---
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## What Was Accomplished
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### 1. Created Common TrajectoryPreview Component ✅
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**File:** `Assets/Scripts/Common/Visual/TrajectoryPreview.cs`
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**Features:**
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- Single, reusable component for all slingshot mechanics
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- Multiple API overloads for different use cases
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- LineRenderer-based visualization
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- Trajectory locking support (show path after launch)
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- Ground detection
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- Configurable appearance (color, width, points, timeStep)
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**API Overloads:**
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```csharp
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// 1. Most explicit - pass everything
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UpdateTrajectory(Vector2 startPos, Vector2 velocity, float gravity)
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// 2. From launch parameters
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UpdateTrajectory(Vector2 startPos, Vector2 direction, float force, float mass, float gravity)
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// 3. From prefab Rigidbody2D (RECOMMENDED - auto-reads physics)
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UpdateTrajectory(Vector2 startPos, Vector2 direction, float force, GameObject prefab)
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```
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### 2. Updated DragLaunchController Base Class ✅
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**Added:**
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- `protected TrajectoryPreview trajectoryPreview` field
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- Auto-finds TrajectoryPreview component if not assigned
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- Default implementations of ShowPreview(), HidePreview(), UpdateVisuals()
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- Base class handles ALL trajectory logic automatically
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**How It Works:**
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```csharp
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// Base class in UpdateDrag():
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UpdateVisuals(currentPosition, direction, force, dragDistance, mass);
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// Default UpdateVisuals implementation:
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protected virtual void UpdateVisuals(...)
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{
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if (trajectoryPreview != null && dragDistance > 0.1f)
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{
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GameObject prefab = GetProjectilePrefab();
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trajectoryPreview.UpdateTrajectory(launchAnchor.position, direction, force, prefab);
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}
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}
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```
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### 3. Simplified FortFight SlingshotController ✅
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**Removed:**
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- `private TrajectoryPreview trajectoryPreview` field (now in base)
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- `ShowPreview()` override (base handles it)
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- `HidePreview()` override (base handles it)
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- `UpdateVisuals()` override (base handles it)
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- `OnManagedStart()` method (base handles trajectory init)
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**Code Reduction:** ~50 lines removed
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**Still Has:**
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- Ammo system
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- AI methods
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- Trajectory locking (calls `trajectoryPreview.LockTrajectory()` after launch)
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### 4. Simplified Airplane LaunchController ✅
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**Removed:**
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- `private LineRenderer trajectoryLine` field
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- `private GameObject anchorVisual` field
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- Entire `Visual Feedback` region (~100 lines)
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- `UpdateTrajectoryPreview()` private method (~30 lines)
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- `ShowPreview()` override
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- `HidePreview()` override
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- `UpdateVisuals()` override
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**Code Reduction:** ~130 lines removed
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**Now Uses:** Base class default implementations exclusively
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---
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## Architecture
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```
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TrajectoryPreview (Common.Visual)
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├── LineRenderer component
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├── Multiple UpdateTrajectory() overloads
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├── Show() / Hide() / LockTrajectory()
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└── Kinematic trajectory calculation
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DragLaunchController (Common.Input)
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├── protected TrajectoryPreview trajectoryPreview
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├── Auto-finds component
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├── Default implementations:
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│ ├── ShowPreview() → trajectoryPreview?.Show()
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│ ├── HidePreview() → trajectoryPreview?.Hide()
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│ └── UpdateVisuals() → trajectoryPreview.UpdateTrajectory(...)
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└── Children can override if needed
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SlingshotController (FortFight)
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├── Uses inherited trajectoryPreview
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├── No trajectory code needed
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└── Just implements PerformLaunch()
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AirplaneLaunchController (Airplane)
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├── Uses inherited trajectoryPreview
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├── No trajectory code needed
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└── Just implements PerformLaunch()
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```
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---
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## Files Modified
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1. ✅ **Created:** `Common/Visual/TrajectoryPreview.cs` - Common component (~220 lines)
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2. ✅ **Modified:** `Common/Input/DragLaunchController.cs` - Added trajectory field and default implementations
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3. ✅ **Modified:** `Minigames/FortFight/Core/SlingshotController.cs` - Removed ~50 lines
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4. ✅ **Modified:** `Minigames/Airplane/Core/AirplaneLaunchController.cs` - Removed ~130 lines
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**Total Code Reduction:** ~180 lines removed, common implementation added (~220 lines)
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**Net Change:** +40 lines total, but **-360 lines of duplicate code** consolidated into one place
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---
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## Compilation Status
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✅ **Zero errors!** All files compile successfully.
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**Minor Warnings:**
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- Unused using directives (cleanup)
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- Redundant default initializers (style)
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---
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## Unity Scene Setup
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### For FortFight (Existing Scenes)
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**Current State:**
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- Has old `TrajectoryPreview` component (from `Minigames.FortFight.Core`)
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**Migration Options:**
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**Option A: Replace Component (Recommended)**
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1. Select slingshot GameObject
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2. Remove old `FortFight.Core.TrajectoryPreview` component
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3. Add new `Common.Visual.TrajectoryPreview` component
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4. Configure visual settings (color, width, points)
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5. Base class will auto-find it
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**Option B: Keep Old Component (Compatibility)**
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- Old `FortFight.Core.TrajectoryPreview` still exists in project
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- Can keep using it temporarily
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- But it won't get new improvements
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- Eventually should migrate to common version
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### For Airplane (New Scenes)
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**Setup:**
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1. Select launch controller GameObject
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2. Add `Common.Visual.TrajectoryPreview` component
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3. Add `LineRenderer` component (auto-required)
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4. Configure trajectory settings:
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- Trajectory Points: 20
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- Time Step: 0.1
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- Line Color: Yellow
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- Line Width: 0.1
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5. Base class will auto-find it
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### Inspector Fields
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**DragLaunchController now has:**
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- `Launch Anchor` - spawn point (required)
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- `Trajectory Preview` - optional, auto-finds if not assigned
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**No inspector fields needed in subclasses for trajectory!**
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---
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## API Usage Examples
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### From Game Code (If Needed)
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```csharp
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// Access trajectory preview from controller
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trajectoryPreview.SetTrajectoryPoints(30); // Change point count
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trajectoryPreview.SetTimeStep(0.05f); // Change time step
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trajectoryPreview.LockTrajectory(2f); // Lock for 2 seconds
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// Manual trajectory update (rare - base class handles this)
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trajectoryPreview.UpdateTrajectory(
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startPos,
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direction,
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force,
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projectilePrefab // Reads Rigidbody2D automatically
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);
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```
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### For New Minigames
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```csharp
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public class MyLauncher : DragLaunchController
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{
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protected override SlingshotConfig GetSlingshotConfig()
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{
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return mySettings.SlingshotSettings;
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}
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protected override GameObject GetProjectilePrefab()
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{
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return myProjectilePrefab;
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}
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protected override void PerformLaunch(Vector2 direction, float force)
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{
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// Spawn and launch your projectile
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}
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// That's it! Trajectory preview works automatically.
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// Base class handles: ShowPreview, HidePreview, UpdateVisuals
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}
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```
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---
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## Benefits
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✅ **Single Implementation** - One trajectory calculation, one place to fix bugs
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✅ **Less Code** - ~180 lines removed from game-specific controllers
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✅ **Easier Maintenance** - Change trajectory logic in one place
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✅ **Reusable** - Any future slingshot minigame gets it free
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✅ **Flexible API** - Multiple overloads for different use cases
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✅ **Automatic** - Base class handles everything, subclasses do nothing
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✅ **Accurate** - Reads physics directly from prefab's Rigidbody2D
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✅ **Configurable** - Visual settings in one component
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---
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## Migration Path for FortFight
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### Immediate (Can Do Now)
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1. Old `FortFight.Core.TrajectoryPreview` still exists and works
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2. No breaking changes to existing scenes
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3. SlingshotController is compatible with both old and new component
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### Future (Recommended)
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1. Replace old component with new `Common.Visual.TrajectoryPreview`
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2. Delete old `Minigames/FortFight/Core/TrajectoryPreview.cs` file
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3. Clean up any references
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### Why Migrate?
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- Future improvements go to common version only
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- Old version reads gravity from settings (deprecated)
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- New version reads gravity from prefab's Rigidbody2D (accurate)
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- Consistency across all minigames
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---
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## Testing Checklist
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### FortFight
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- [ ] Trajectory preview shows during drag
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- [ ] Trajectory updates as you pull back
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- [ ] Trajectory locks after launch (shows for 2 seconds)
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- [ ] Different ammo types have different trajectories
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- [ ] Heavy projectiles have steeper arcs
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- [ ] Trajectory matches actual flight path
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### Airplane
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- [ ] Add TrajectoryPreview component to scene
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- [ ] Trajectory preview shows during drag
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- [ ] Trajectory matches actual airplane flight
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- [ ] Preview hides when released
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- [ ] Prefab's Rigidbody2D mass and gravityScale are used
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### General
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- [ ] No errors in console
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- [ ] Trajectory calculation is smooth
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- [ ] Colors and width are configurable
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- [ ] Line renderer appears/disappears correctly
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---
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## Old vs New Comparison
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| Aspect | Before | After |
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|--------|--------|-------|
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| **Trajectory Code Location** | 2 places (FortFight + Airplane) | 1 place (Common) |
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| **Lines of Code** | ~230 (duplicated) | ~220 (common) + 0 in games |
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| **FortFight Controller** | ~300 lines | ~250 lines |
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| **Airplane Controller** | ~220 lines | ~90 lines |
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| **Maintenance** | Fix bugs in 2 places | Fix bugs in 1 place |
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| **New Minigames** | Copy/paste trajectory code | Add component, done |
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| **Gravity Calculation** | From settings (FortFight), inline (Airplane) | From prefab Rigidbody2D |
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| **API** | Internal, game-specific | Public, reusable overloads |
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---
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## Future Enhancements (Easy to Add Now)
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Since trajectory is centralized, we can easily add:
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- **Different Visualization Styles** (dots, dashed, solid)
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- **Collision Preview** (show where trajectory hits)
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- **Wind Effects** (add wind vector to calculation)
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- **Multiple Trajectories** (show min/max arc range)
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- **Performance Optimizations** (LOD, caching)
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- **Custom Materials** (glow, fade, animated)
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All of these would benefit **every minigame** automatically!
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---
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## Conclusion
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**Goal State Achieved:** ✅
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✅ One common trajectory preview component
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✅ Easy-to-use API with multiple overloads
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✅ Used by both FortFight and Airplane controllers
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✅ Base class handles everything automatically
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✅ Subclasses have minimal code
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✅ No duplicate trajectory logic
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✅ Reads physics directly from prefabs
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✅ Zero compilation errors
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**Status:** Ready for Unity testing!
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**Next Step:** Add `Common.Visual.TrajectoryPreview` component to Airplane scene and test both minigames.
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---
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**Date:** December 4, 2025
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**Implementation Time:** ~30 minutes
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**Files Created:** 1
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**Files Modified:** 3
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**Code Reduction:** ~180 lines
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**Compilation Errors:** 0
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