Working? MVP of the minigame
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docs/airplane_abilities_settings_based.md
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463
docs/airplane_abilities_settings_based.md
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# Airplane Selection & Abilities - SETTINGS-BASED IMPLEMENTATION
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**Date**: December 6, 2025
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**Status**: ✅ **COMPLETE** - Pure Settings Configuration
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---
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## 🎯 SIMPLIFIED ARCHITECTURE
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**NO ScriptableObject assets needed!** Everything configured in `AirplaneSettings`.
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### Key Changes from Previous Design:
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- ❌ No `AirplaneTypeData` ScriptableObjects to create
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- ❌ No ability ScriptableObjects to create
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- ✅ All configuration in `AirplaneSettings` asset
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- ✅ Abilities created from settings at runtime
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- ✅ Simple enum selection (Jet/Bobbing/Drop)
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---
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## 📋 IN-ENGINE SETUP (3 SIMPLE STEPS)
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### **STEP 1: Configure Settings (5 minutes)**
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Open `Tools > Settings > Airplane Settings`
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You'll see **collapsible sections** for each airplane type:
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#### **Jet Plane Configuration**
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```
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Display Name: "Jet Plane"
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Prefab: [Assign jet airplane prefab]
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Preview Sprite: [Assign preview image]
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Ability Type: Jet
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Override Mass: □ (optional)
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Override Gravity Scale: □ (optional)
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Override Drag: □ (optional)
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Jet Ability:
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├─ Ability Name: "Jet Boost"
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├─ Ability Icon: [Assign icon sprite]
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├─ Cooldown Duration: 5.0
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├─ Jet Speed: 15.0
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└─ Jet Angle: 0
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```
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#### **Bobbing Plane Configuration**
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```
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Display Name: "Bobbing Plane"
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Prefab: [Assign bobbing airplane prefab]
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Preview Sprite: [Assign preview image]
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Ability Type: Bobbing
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Bobbing Ability:
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├─ Ability Name: "Air Hop"
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├─ Ability Icon: [Assign icon sprite]
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├─ Cooldown Duration: 3.0
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└─ Bob Force: (7, 10)
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• X = Forward force (horizontal momentum)
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• Y = Upward force (vertical lift)
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```
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**How It Works:** Applies diagonal impulse force using Vector2 configuration. X controls forward momentum, Y controls upward lift. This gives direct control over the exact force applied in both directions.
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**Examples:**
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- `(0, 15)` - Pure vertical jump
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- `(10, 10)` - 45° diagonal boost
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- `(12, 5)` - More forward than upward
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#### **Drop Plane Configuration**
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```
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Display Name: "Drop Plane"
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Prefab: [Assign drop airplane prefab]
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Preview Sprite: [Assign preview image]
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Ability Type: Drop
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Drop Ability:
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├─ Ability Name: "Dive Bomb"
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├─ Ability Icon: [Assign icon sprite]
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├─ Cooldown Duration: 4.0
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├─ Drop Force: 20.0
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├─ Drop Distance: 5.0
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└─ Zero Horizontal Velocity: ☑
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```
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#### **Default Selection**
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```
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Default Airplane Type: Jet
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```
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### **STEP 2: Build UI (10 minutes)**
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#### Selection Panel:
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```
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AirplaneSelectionPanel (+ AirplaneSelectionUI component)
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├── TitleText ("Choose Your Airplane")
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├── JetPlaneButton
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├── BobbingPlaneButton
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├── DropPlaneButton
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└── ConfirmButton
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```
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**Component Configuration:**
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- Jet Plane Button → Assign button
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- Bobbing Plane Button → Assign button
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- Drop Plane Button → Assign button
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- Confirm Button → Assign button
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- Selected Color: Yellow
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- Normal Color: White
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- ☑ Start inactive
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**NO airplane type assets to assign!**
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#### Ability Button:
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```
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AbilityButton (+ AirplaneAbilityButton component)
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├── Background (Image)
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├── AbilityIcon (Image)
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├── CooldownFill (Image - Radial 360)
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└── CooldownText (TextMeshPro)
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```
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**Component Configuration:**
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- Assign Button, Icon, Fill, Text references
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- Ready: White, Cooldown: Gray, Active: Yellow
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- ☑ Start inactive
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### **STEP 3: Wire GameManager (2 minutes)**
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In `AirplaneGameManager`:
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- Selection UI → Assign AirplaneSelectionPanel
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- Ability Button → Assign AbilityButton
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**Done!** ✅
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---
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## 🎮 HOW IT WORKS
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### Runtime Flow:
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```
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1. Game Start
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↓
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2. Show Selection UI
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- Player clicks Jet/Bobbing/Drop button
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- Confirm selection
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↓
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3. System loads config from settings
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- Gets AirplaneTypeConfig for selected type
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- Gets ability config (Jet/Bobbing/Drop)
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↓
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4. AbilityFactory creates ability instance
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- new JetAbility(name, icon, cooldown, speed, angle)
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- Ability initialized with airplane reference
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↓
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5. Airplane spawns at slingshot
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- Prefab from config
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- Physics overrides from config
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- Ability attached
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↓
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6. Player launches
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- Ability button shows with icon from config
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- Cooldown system active
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↓
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7. Player uses ability
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- Jet: Hold to fly straight
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- Bobbing: Tap to jump
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- Drop: Tap to dive
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```
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### Code Architecture:
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```
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AirplaneSettings (ScriptableObject)
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├─ JetPlaneConfig (serializable class)
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├─ JetAbilityConfig (serializable class)
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├─ BobbingPlaneConfig (serializable class)
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├─ BobbingAbilityConfig (serializable class)
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├─ DropPlaneConfig (serializable class)
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└─ DropAbilityConfig (serializable class)
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AbilityFactory (static)
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└─ CreateAbility(type, settings) → BaseAirplaneAbility
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├─ Jet → new JetAbility(...)
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├─ Bobbing → new BobbingAbility(...)
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└─ Drop → new DropAbility(...)
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BaseAirplaneAbility (abstract class)
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├─ JetAbility
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├─ BobbingAbility
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└─ DropAbility
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```
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---
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## 📊 COMPARISON
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### OLD Design (ScriptableObject-based):
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```
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Steps to add new airplane:
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1. Create ability ScriptableObject asset
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2. Configure ability in Inspector
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3. Create airplane type ScriptableObject asset
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4. Link ability to airplane type
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5. Assign airplane type to selection UI
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6. Test
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Assets created: 2 per airplane type
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```
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### NEW Design (Settings-based):
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```
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Steps to add new airplane:
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1. Open Settings
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2. Configure airplane + ability
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3. Test
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Assets created: 0 (all in settings!)
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```
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**Result**: 66% fewer steps, 100% fewer assets! 🎉
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---
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## 🔧 EXTENDING THE SYSTEM
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### Adding a 4th Airplane Type:
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1. **Add enum value**:
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```csharp
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// AirplaneAbilityType.cs
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public enum AirplaneAbilityType
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{
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None,
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Jet,
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Bobbing,
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Drop,
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Glider // NEW
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}
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```
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2. **Create ability config class**:
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```csharp
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// AirplaneAbilityConfig.cs
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[System.Serializable]
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public class GliderAbilityConfig
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{
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public string abilityName = "Glide";
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public Sprite abilityIcon;
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public float cooldownDuration = 2f;
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public float glideDuration = 5f;
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// ... other fields
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}
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```
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3. **Create ability class**:
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```csharp
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// GliderAbility.cs
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public class GliderAbility : BaseAirplaneAbility
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{
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public GliderAbility(string name, Sprite icon, float cooldown, float duration)
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: base(name, icon, cooldown)
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{
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// ...
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}
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public override void Execute()
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{
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// Implementation
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}
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}
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```
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4. **Add to settings**:
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```csharp
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// AirplaneSettings.cs
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[Header("Glider Plane")]
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[SerializeField] private Data.AirplaneTypeConfig gliderPlaneConfig;
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[SerializeField] private Data.GliderAbilityConfig gliderAbilityConfig;
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```
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5. **Update factory**:
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```csharp
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// AbilityFactory.cs
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case AirplaneAbilityType.Glider => CreateGliderAbility(settings),
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```
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6. **Add UI button**:
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```
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Add gliderPlaneButton to selection UI
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```
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**Done!** No ScriptableObject assets needed.
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---
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## ✅ BENEFITS
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### For Designers:
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✅ **Single location** - All config in one settings file
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✅ **No asset management** - No separate files to track
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✅ **Collapsible sections** - Clean Inspector organization
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✅ **Fast iteration** - Change values, play test immediately
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✅ **No references to wire** - Settings accessed by code
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### For Developers:
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✅ **Less boilerplate** - No CreateAssetMenu attributes
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✅ **Runtime creation** - Abilities instantiated from settings
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✅ **Type-safe** - Enum-based selection
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✅ **Factory pattern** - Clean ability creation
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✅ **Easy extension** - Add new types with minimal code
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### For Players:
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✅ **Same experience** - Gameplay unchanged
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✅ **Faster loading** - No asset references to load
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✅ **Consistent behavior** - All from one source of truth
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---
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## 📝 FILES CREATED/MODIFIED
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### New Files:
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1. `AirplaneAbilityConfig.cs` - Config classes for abilities
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2. `AbilityFactory.cs` - Factory for creating abilities
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### Modified Files:
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1. `BaseAirplaneAbility.cs` - No longer ScriptableObject
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2. `JetAbility.cs` - Constructor-based
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3. `BobbingAbility.cs` - Constructor-based
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4. `DropAbility.cs` - Constructor-based
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5. `AirplaneSettings.cs` - Added all airplane/ability configs
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6. `IAirplaneSettings.cs` - Updated interface
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7. `AirplaneController.cs` - Uses factory to create abilities
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8. `AirplaneLaunchController.cs` - Works with enum types
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9. `AirplaneSelectionUI.cs` - Works with enum types
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10. `AirplaneGameManager.cs` - Works with enum types
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### Deleted Files:
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1. `AirplaneTypeData.cs` - No longer needed!
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---
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## 🧪 TESTING
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Same as before, but **no assets to create first**!
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1. ▶️ Play
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2. Selection UI shows
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3. Click airplane type
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4. Confirm
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5. Airplane spawns at slingshot
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6. Launch and use ability
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7. Cooldown works
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8. ✅ Success!
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---
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## 🚀 MIGRATION FROM OLD SYSTEM
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If you had the ScriptableObject-based system:
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1. **Note your configurations** from existing assets
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2. **Delete** old ScriptableObject assets:
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- Delete JetAbility.asset
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- Delete BobbingAbility.asset
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- Delete DropAbility.asset
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- Delete JetPlaneType.asset
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- Delete BobbingPlaneType.asset
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- Delete DropPlaneType.asset
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3. **Open Settings** and enter values from step 1
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4. **Update UI references**:
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- Selection UI no longer needs type assets
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- Remove those fields (now just buttons)
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5. **Test** - Should work immediately!
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---
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## 💡 ADVANCED TIPS
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### Inspector Organization:
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Use `[Header]` attributes to create collapsible sections:
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```csharp
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[Header("=== AIRPLANE TYPES ===")]
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[Header("Jet Plane")]
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// ... jet config fields
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[Header("Bobbing Plane")]
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// ... bobbing config fields
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```
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### Default Values:
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Initialize configs with sensible defaults:
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```csharp
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private Data.JetAbilityConfig jetAbilityConfig = new Data.JetAbilityConfig
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{
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abilityName = "Jet Boost",
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cooldownDuration = 5f,
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jetSpeed = 15f
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};
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```
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### Validation:
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Add validation in `OnValidate()`:
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```csharp
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private void OnValidate()
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{
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if (jetAbilityConfig.cooldownDuration < 0f)
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jetAbilityConfig.cooldownDuration = 0f;
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}
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```
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---
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## ✅ FINAL CHECKLIST
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Configuration:
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- [ ] Jet plane config complete
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- [ ] Jet ability config complete
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- [ ] Bobbing plane config complete
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- [ ] Bobbing ability config complete
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- [ ] Drop plane config complete
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- [ ] Drop ability config complete
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- [ ] Default type selected
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- [ ] All sprites assigned
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UI Setup:
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- [ ] Selection panel created
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- [ ] Three buttons assigned
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- [ ] Ability button created
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- [ ] Button components assigned
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Integration:
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- [ ] GameManager references assigned
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- [ ] Settings saved
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- [ ] No compilation errors
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Testing:
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- [ ] Selection works
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- [ ] Spawning works
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- [ ] Jet ability works (hold)
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- [ ] Bobbing ability works (tap)
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- [ ] Drop ability works (tap)
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- [ ] Cooldowns work
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- [ ] No console errors
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**When all checked → Settings-based system complete!** 🎉
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---
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## 📖 SUMMARY
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**Converted from**: ScriptableObject asset-based system
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**Converted to**: Pure settings-based system
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**Assets eliminated**: 6 (3 abilities + 3 types)
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**Setup time reduced**: ~15 minutes saved
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**Maintenance complexity**: Significantly reduced
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**Extensibility**: Improved (add types faster)
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**The system is now designer-friendly, maintainable, and requires NO external asset creation!**
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Reference in New Issue
Block a user