From 6754664a34e44c5357a11d6bcc311d21e5d5b152 Mon Sep 17 00:00:00 2001 From: Michal Pikulski Date: Sun, 7 Dec 2025 20:36:01 +0100 Subject: [PATCH] Remove old docs --- ...plane_abilities_complete_implementation.md | 426 --------------- docs/airplane_abilities_settings_based.md | 463 ----------------- docs/airplane_abilities_unity_quickstart.md | 211 -------- docs/airplane_complete_game_flow.md | 1 - docs/airplane_implementation_summary.md | 298 ----------- docs/airplane_interactive_elements_readme.md | 296 ----------- docs/airplane_minigame_setup.md | 484 ------------------ docs/airplane_selection_ui_setup.md | 1 - docs/airplane_spawn_system_guide.md | 353 ------------- docs/airplane_typedata_migration.md | 241 --------- docs/airplane_ui_container_pattern.md | 1 - docs/airplane_unity_setup_quickref.md | 281 ---------- docs/common_trajectory_preview_complete.md | 350 ------------- docs/person_integration_summary.md | 1 - 14 files changed, 3407 deletions(-) delete mode 100644 docs/airplane_abilities_complete_implementation.md delete mode 100644 docs/airplane_abilities_settings_based.md delete mode 100644 docs/airplane_abilities_unity_quickstart.md delete mode 100644 docs/airplane_complete_game_flow.md delete mode 100644 docs/airplane_implementation_summary.md delete mode 100644 docs/airplane_interactive_elements_readme.md delete mode 100644 docs/airplane_minigame_setup.md delete mode 100644 docs/airplane_selection_ui_setup.md delete mode 100644 docs/airplane_spawn_system_guide.md delete mode 100644 docs/airplane_typedata_migration.md delete mode 100644 docs/airplane_ui_container_pattern.md delete mode 100644 docs/airplane_unity_setup_quickref.md delete mode 100644 docs/common_trajectory_preview_complete.md delete mode 100644 docs/person_integration_summary.md diff --git a/docs/airplane_abilities_complete_implementation.md b/docs/airplane_abilities_complete_implementation.md deleted file mode 100644 index fa5c0e9e..00000000 --- a/docs/airplane_abilities_complete_implementation.md +++ /dev/null @@ -1,426 +0,0 @@ -# Airplane Selection & Ability System - COMPLETE IMPLEMENTATION - -**Date**: December 6, 2025 -**Status**: ✅ **100% CODE COMPLETE** - Ready for Unity Setup - ---- - -## ✅ ALL PHASES COMPLETE - -### **Phase 1: Data Foundation** ✅ -- `AirplaneAbilityType.cs` - Enum for ability types -- `BaseAirplaneAbility.cs` - Abstract base class -- `JetAbility.cs` - Hold to fly straight -- `BobbingAbility.cs` - Tap to jump -- `DropAbility.cs` - Swipe to drop -- `AirplaneTypeData.cs` - ScriptableObject config - -### **Phase 2: Controller Extensions** ✅ -- `AirplaneController.cs` - Full ability integration - -### **Phase 3: UI Components** ✅ -- `AirplaneAbilityButton.cs` - With proper InputManager integration -- `AirplaneSelectionUI.cs` - Pre-game selection - -### **Phase 4: Launch Controller** ✅ -- `AirplaneLaunchController.cs` - Pre-spawn support - -### **Phase 5: Game Manager Integration** ✅ -- `AirplaneGameManager.cs` - Complete game flow integration -- `AirplaneGameState.cs` - Added AirplaneSelection state - -### **Phase 6: Settings Integration** ✅ -- `IAirplaneSettings` - Added DefaultAirplaneType property -- `AirplaneSettings.cs` - Implemented default type field - ---- - -## 🎮 COMPLETE GAME FLOW - -``` -1. Game Start - ↓ -2. AIRPLANE SELECTION STATE (NEW) - - Show AirplaneSelectionUI - - Player selects airplane type (Jet/Bobbing/Drop) - - Confirm selection - - Store selected type - ↓ -3. Intro Sequence - - People greet - - Camera transitions - ↓ -4. Setup First Person - - Get person's target - - Initialize spawn manager - ↓ -5. ENTER AIMING STATE (UPDATED) - - Spawn selected airplane at slingshot (NEW) - - Airplane visible before launch (NEW) - - Show target UI - - Enable launch controller - ↓ -6. AIRPLANE LAUNCHED (UPDATED) - - Show ability button with airplane's ability (NEW) - - Camera follows airplane - - Spawn manager tracks - ↓ -7. FLYING STATE (NEW ABILITIES) - - Player can activate special ability (NEW) - * Jet: Hold button to fly straight - * Bobbing: Tap to jump upward - * Drop: Tap to drop down - - Cooldown management (NEW) - ↓ -8. EVALUATE RESULT (UPDATED) - - Hide ability button (NEW) - - Stop tracking - - Cleanup based on success/failure - ↓ -9. Continue/Game Over -``` - ---- - -## 📋 IN-ENGINE SETUP STEPS - -### **STEP 1: Create Ability ScriptableObjects** - -In Unity Project window: - -1. **Create JetAbility**: - - Right-click → Create → AppleHills → Airplane → Abilities → Jet - - Name: `JetAbility` - - Configure: - * Ability Name: "Jet Boost" - * Cooldown Duration: 5.0 - * Jet Speed: 15.0 - * Jet Angle: 0 - * Assign ability icon sprite - -2. **Create BobbingAbility**: - - Right-click → Create → AppleHills → Airplane → Abilities → Bobbing - - Name: `BobbingAbility` - - Configure: - * Ability Name: "Air Hop" - * Cooldown Duration: 3.0 - * Bob Jump Force: 10.0 - * Speed Reduction: 0.7 (70%) - * Assign ability icon sprite - -3. **Create DropAbility**: - - Right-click → Create → AppleHills → Airplane → Abilities → Drop - - Name: `DropAbility` - - Configure: - * Ability Name: "Dive Bomb" - * Cooldown Duration: 4.0 - * Drop Force: 20.0 - * Drop Distance: 5.0 - * Zero Horizontal Velocity: ✓ - * Assign ability icon sprite - -### **STEP 2: Create Airplane Type Assets** - -1. **Create JetPlaneType**: - - Right-click → Create → AppleHills → Airplane → Airplane Type - - Name: `JetPlaneType` - - Configure: - * Type ID: "jet" - * Display Name: "Jet Plane" - * Prefab: Assign jet airplane prefab - * Preview Sprite: Assign preview image - * Ability: Assign `JetAbility` asset - * Optional physics overrides - -2. **Create BobbingPlaneType**: - - Right-click → Create → AppleHills → Airplane → Airplane Type - - Name: `BobbingPlaneType` - - Configure: - * Type ID: "bobbing" - * Display Name: "Bobbing Plane" - * Prefab: Assign bobbing airplane prefab - * Preview Sprite: Assign preview image - * Ability: Assign `BobbingAbility` asset - * Optional physics overrides - -3. **Create DropPlaneType**: - - Right-click → Create → AppleHills → Airplane → Airplane Type - - Name: `DropPlaneType` - - Configure: - * Type ID: "drop" - * Display Name: "Drop Plane" - * Prefab: Assign drop airplane prefab - * Preview Sprite: Assign preview image - * Ability: Assign `DropAbility` asset - * Optional physics overrides - -### **STEP 3: Create Selection UI Hierarchy** - -In Scene Hierarchy: - -1. **Find or create Canvas**: `AirplaneMinigameCanvas` - -2. **Create Selection Panel**: - ``` - AirplaneSelectionPanel (GameObject + AirplaneSelectionUI component) - ├── Background (Image - dark overlay) - ├── TitleText (TextMeshPro: "Choose Your Airplane") - ├── ButtonsContainer (Horizontal Layout Group) - │ ├── JetPlaneButton (Button) - │ │ ├── Icon (Image) - │ │ ├── NameText (TextMeshPro: "Jet Plane") - │ │ └── AbilityIcon (Image - small) - │ ├── BobbingPlaneButton (Button) - │ │ └── (same structure) - │ └── DropPlaneButton (Button) - │ └── (same structure) - └── ConfirmButton (Button: "Confirm Selection") - ``` - -3. **Configure AirplaneSelectionUI component**: - - Drag buttons to references: - * Jet Plane Button → `jetPlaneButton` - * Bobbing Plane Button → `bobbingPlaneButton` - * Drop Plane Button → `dropPlaneButton` - * Confirm Button → `confirmButton` - - Assign airplane types: - * `JetPlaneType` → `jetPlaneType` - * `BobbingPlaneType` → `bobbingPlaneType` - * `DropPlaneType` → `dropPlaneType` - - Set colors: - * Selected Color: Yellow - * Normal Color: White - -4. **Set panel inactive by default** (checked in Inspector) - -### **STEP 4: Create Ability Button UI** - -In Scene Hierarchy under GameplayUI: - -``` -AbilityButton (GameObject + AirplaneAbilityButton component) -├── Background (Image - circular button background) -├── AbilityIcon (Image - dynamically set) -├── CooldownFill (Image) -│ └── Fill Type: Radial 360 -│ └── Clockwise: ✓ -│ └── Fill Origin: Top -└── CooldownText (TextMeshPro - optional: "3.2s") -``` - -**Configure AirplaneAbilityButton component**: -- Button: Assign Button component -- Ability Icon: Assign icon Image -- Cooldown Fill: Assign fill Image -- Cooldown Text: Assign TextMeshPro (optional) -- Colors: - * Ready Color: White - * Cooldown Color: Gray - * Active Color: Yellow - -**Position**: Bottom-right corner, accessible for thumb - -**Set inactive by default** (checked in Inspector) - -### **STEP 5: Configure AirplaneGameManager** - -Select AirplaneGameManager GameObject: - -1. **Assign new references**: - - Selection UI: Drag `AirplaneSelectionPanel` - - Ability Button: Drag `AbilityButton` - -2. **Verify existing references still assigned**: - - Person Queue - - Camera Manager - - Launch Controller - - Target Validator - - Spawn Manager - -### **STEP 6: Update AirplaneSettings Asset** - -Find your `AirplaneSettings` ScriptableObject: - -1. **New section appears**: "Airplane Types" -2. **Assign default type**: - - Default Airplane Type: Assign `JetPlaneType` (or your preferred default) - -This is used as fallback if selection UI is missing. - -### **STEP 7: Test in Play Mode** - -**Test Checklist**: - -#### Selection UI: -- [ ] Selection panel appears on game start -- [ ] All three buttons visible and clickable -- [ ] Clicking button highlights it (yellow) -- [ ] Confirm button enables after selection -- [ ] Clicking confirm proceeds to game -- [ ] Selected airplane spawns at slingshot - -#### Airplane Pre-Spawn: -- [ ] Selected airplane visible at slingshot -- [ ] Airplane stays in place (kinematic) -- [ ] Trajectory preview works -- [ ] Airplane launches correctly - -#### Jet Ability (Hold): -- [ ] Ability button appears after launch -- [ ] Shows jet icon -- [ ] Tap and hold activates ability -- [ ] Airplane flies straight while held -- [ ] Releasing stops ability -- [ ] Cooldown fills from 1→0 -- [ ] Button grays out during cooldown -- [ ] Can use again after cooldown - -#### Bobbing Ability (Tap): -- [ ] Ability button appears after launch -- [ ] Shows bobbing icon -- [ ] Tap activates instantly -- [ ] Airplane jumps upward -- [ ] Speed reduces -- [ ] Cooldown starts immediately -- [ ] Can use multiple times - -#### Drop Ability (Tap): -- [ ] Ability button appears after launch -- [ ] Shows drop icon -- [ ] Tap activates instantly -- [ ] Airplane drops straight down -- [ ] Stops after configured distance -- [ ] Cooldown starts after drop -- [ ] Can use again after cooldown - -#### Integration: -- [ ] Ability button hides after turn ends -- [ ] Works with retry system (same airplane) -- [ ] Works with person shuffle (new airplane) -- [ ] No errors in console -- [ ] Performance is good - ---- - -## 🎨 VISUAL/AUDIO POLISH (Optional) - -### Recommended Enhancements: - -1. **Selection UI Animation**: - - Fade in/out transitions - - Button hover effects - - Selection sound effects - -2. **Ability VFX**: - - Jet: Trail particle effect - - Bobbing: Puff of air particles - - Drop: Speed lines downward - -3. **Ability SFX**: - - Jet: "Whoooosh" sustained sound - - Bobbing: "Boing" spring sound - - Drop: "Dive bomb" whistle - -4. **Button Feedback**: - - Haptic feedback on activation - - Button press animation - - Cooldown tick sound - ---- - -## 🔧 TROUBLESHOOTING - -### Issue: "Cannot resolve symbol 'Abilities'" -**Solution**: Unity needs to recompile scripts. Wait for compilation to finish, or reimport scripts folder. - -### Issue: Selection UI doesn't show -**Solution**: -1. Check `AirplaneGameManager.selectionUI` is assigned -2. Verify panel starts inactive -3. Check game flow starts with `StartGame()` - -### Issue: Ability button doesn't appear -**Solution**: -1. Check `AirplaneGameManager.abilityButton` is assigned -2. Verify button starts inactive -3. Ensure airplane has ability (check AirplaneTypeData) -4. Check console for errors - -### Issue: Hold doesn't work for Jet ability -**Solution**: -1. Verify InputManager instance exists -2. Check button implements ITouchInputConsumer -3. Test with mouse (click and hold) first -4. Check console for registration messages - -### Issue: Airplane doesn't spawn at slingshot -**Solution**: -1. Check `_selectedAirplaneType` is set -2. Verify AirplaneTypeData has prefab assigned -3. Check launch controller has launch anchor -4. Look for errors in console - ---- - -## 📊 ARCHITECTURE SUMMARY - -**Design Patterns**: -- ✅ Strategy Pattern (abilities) -- ✅ State Machine (game states) -- ✅ Observer Pattern (events) -- ✅ Singleton (managers) -- ✅ Template Method (abstract Execute) - -**SOLID Principles**: -- ✅ Single Responsibility -- ✅ Open/Closed -- ✅ Liskov Substitution -- ✅ Interface Segregation -- ✅ Dependency Inversion - -**Input System**: -- ✅ Uses project's InputManager -- ✅ Implements ITouchInputConsumer -- ✅ Override consumer registration -- ✅ No legacy Input API - ---- - -## 🚀 EXTENSIBILITY - -### Adding New Airplane Type: - -1. Create new ability class extending `BaseAirplaneAbility` -2. Override `Execute()` method -3. Create ability ScriptableObject -4. Create AirplaneTypeData asset -5. Add button to selection UI -6. Assign references - -**No code changes required!** - -### Adding New Ability Property: - -1. Add field to ability class -2. Configure in Inspector -3. Use in `Execute()` method - -**Example**: Add "boost duration" to JetAbility -```csharp -[SerializeField] private float boostDuration = 3f; -``` - ---- - -## ✅ IMPLEMENTATION COMPLETE - -**Total Files Created**: 6 -**Total Files Modified**: 9 -**Total Lines of Code**: ~1,500 -**Compilation Errors**: 0 -**Warnings**: 5 (naming conventions only) - -**Status**: Ready for Unity asset creation and testing! - -**Next Steps**: Follow in-engine setup steps above to complete integration. - diff --git a/docs/airplane_abilities_settings_based.md b/docs/airplane_abilities_settings_based.md deleted file mode 100644 index 94340036..00000000 --- a/docs/airplane_abilities_settings_based.md +++ /dev/null @@ -1,463 +0,0 @@ -# Airplane Selection & Abilities - SETTINGS-BASED IMPLEMENTATION - -**Date**: December 6, 2025 -**Status**: ✅ **COMPLETE** - Pure Settings Configuration - ---- - -## 🎯 SIMPLIFIED ARCHITECTURE - -**NO ScriptableObject assets needed!** Everything configured in `AirplaneSettings`. - -### Key Changes from Previous Design: -- ❌ No `AirplaneTypeData` ScriptableObjects to create -- ❌ No ability ScriptableObjects to create -- ✅ All configuration in `AirplaneSettings` asset -- ✅ Abilities created from settings at runtime -- ✅ Simple enum selection (Jet/Bobbing/Drop) - ---- - -## 📋 IN-ENGINE SETUP (3 SIMPLE STEPS) - -### **STEP 1: Configure Settings (5 minutes)** - -Open `Tools > Settings > Airplane Settings` - -You'll see **collapsible sections** for each airplane type: - -#### **Jet Plane Configuration** -``` -Display Name: "Jet Plane" -Prefab: [Assign jet airplane prefab] -Preview Sprite: [Assign preview image] -Ability Type: Jet -Override Mass: □ (optional) -Override Gravity Scale: □ (optional) -Override Drag: □ (optional) - -Jet Ability: -├─ Ability Name: "Jet Boost" -├─ Ability Icon: [Assign icon sprite] -├─ Cooldown Duration: 5.0 -├─ Jet Speed: 15.0 -└─ Jet Angle: 0 -``` - -#### **Bobbing Plane Configuration** -``` -Display Name: "Bobbing Plane" -Prefab: [Assign bobbing airplane prefab] -Preview Sprite: [Assign preview image] -Ability Type: Bobbing - -Bobbing Ability: -├─ Ability Name: "Air Hop" -├─ Ability Icon: [Assign icon sprite] -├─ Cooldown Duration: 3.0 -└─ Bob Force: (7, 10) - • X = Forward force (horizontal momentum) - • Y = Upward force (vertical lift) -``` - -**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. - -**Examples:** -- `(0, 15)` - Pure vertical jump -- `(10, 10)` - 45° diagonal boost -- `(12, 5)` - More forward than upward - -#### **Drop Plane Configuration** -``` -Display Name: "Drop Plane" -Prefab: [Assign drop airplane prefab] -Preview Sprite: [Assign preview image] -Ability Type: Drop - -Drop Ability: -├─ Ability Name: "Dive Bomb" -├─ Ability Icon: [Assign icon sprite] -├─ Cooldown Duration: 4.0 -├─ Drop Force: 20.0 -├─ Drop Distance: 5.0 -└─ Zero Horizontal Velocity: ☑ -``` - -#### **Default Selection** -``` -Default Airplane Type: Jet -``` - -### **STEP 2: Build UI (10 minutes)** - -#### Selection Panel: -``` -AirplaneSelectionPanel (+ AirplaneSelectionUI component) -├── TitleText ("Choose Your Airplane") -├── JetPlaneButton -├── BobbingPlaneButton -├── DropPlaneButton -└── ConfirmButton -``` - -**Component Configuration:** -- Jet Plane Button → Assign button -- Bobbing Plane Button → Assign button -- Drop Plane Button → Assign button -- Confirm Button → Assign button -- Selected Color: Yellow -- Normal Color: White -- ☑ Start inactive - -**NO airplane type assets to assign!** - -#### Ability Button: -``` -AbilityButton (+ AirplaneAbilityButton component) -├── Background (Image) -├── AbilityIcon (Image) -├── CooldownFill (Image - Radial 360) -└── CooldownText (TextMeshPro) -``` - -**Component Configuration:** -- Assign Button, Icon, Fill, Text references -- Ready: White, Cooldown: Gray, Active: Yellow -- ☑ Start inactive - -### **STEP 3: Wire GameManager (2 minutes)** - -In `AirplaneGameManager`: -- Selection UI → Assign AirplaneSelectionPanel -- Ability Button → Assign AbilityButton - -**Done!** ✅ - ---- - -## 🎮 HOW IT WORKS - -### Runtime Flow: - -``` -1. Game Start - ↓ -2. Show Selection UI - - Player clicks Jet/Bobbing/Drop button - - Confirm selection - ↓ -3. System loads config from settings - - Gets AirplaneTypeConfig for selected type - - Gets ability config (Jet/Bobbing/Drop) - ↓ -4. AbilityFactory creates ability instance - - new JetAbility(name, icon, cooldown, speed, angle) - - Ability initialized with airplane reference - ↓ -5. Airplane spawns at slingshot - - Prefab from config - - Physics overrides from config - - Ability attached - ↓ -6. Player launches - - Ability button shows with icon from config - - Cooldown system active - ↓ -7. Player uses ability - - Jet: Hold to fly straight - - Bobbing: Tap to jump - - Drop: Tap to dive -``` - -### Code Architecture: - -``` -AirplaneSettings (ScriptableObject) -├─ JetPlaneConfig (serializable class) -├─ JetAbilityConfig (serializable class) -├─ BobbingPlaneConfig (serializable class) -├─ BobbingAbilityConfig (serializable class) -├─ DropPlaneConfig (serializable class) -└─ DropAbilityConfig (serializable class) - -AbilityFactory (static) -└─ CreateAbility(type, settings) → BaseAirplaneAbility - ├─ Jet → new JetAbility(...) - ├─ Bobbing → new BobbingAbility(...) - └─ Drop → new DropAbility(...) - -BaseAirplaneAbility (abstract class) -├─ JetAbility -├─ BobbingAbility -└─ DropAbility -``` - ---- - -## 📊 COMPARISON - -### OLD Design (ScriptableObject-based): -``` -Steps to add new airplane: -1. Create ability ScriptableObject asset -2. Configure ability in Inspector -3. Create airplane type ScriptableObject asset -4. Link ability to airplane type -5. Assign airplane type to selection UI -6. Test - -Assets created: 2 per airplane type -``` - -### NEW Design (Settings-based): -``` -Steps to add new airplane: -1. Open Settings -2. Configure airplane + ability -3. Test - -Assets created: 0 (all in settings!) -``` - -**Result**: 66% fewer steps, 100% fewer assets! 🎉 - ---- - -## 🔧 EXTENDING THE SYSTEM - -### Adding a 4th Airplane Type: - -1. **Add enum value**: -```csharp -// AirplaneAbilityType.cs -public enum AirplaneAbilityType -{ - None, - Jet, - Bobbing, - Drop, - Glider // NEW -} -``` - -2. **Create ability config class**: -```csharp -// AirplaneAbilityConfig.cs -[System.Serializable] -public class GliderAbilityConfig -{ - public string abilityName = "Glide"; - public Sprite abilityIcon; - public float cooldownDuration = 2f; - public float glideDuration = 5f; - // ... other fields -} -``` - -3. **Create ability class**: -```csharp -// GliderAbility.cs -public class GliderAbility : BaseAirplaneAbility -{ - public GliderAbility(string name, Sprite icon, float cooldown, float duration) - : base(name, icon, cooldown) - { - // ... - } - - public override void Execute() - { - // Implementation - } -} -``` - -4. **Add to settings**: -```csharp -// AirplaneSettings.cs -[Header("Glider Plane")] -[SerializeField] private Data.AirplaneTypeConfig gliderPlaneConfig; -[SerializeField] private Data.GliderAbilityConfig gliderAbilityConfig; -``` - -5. **Update factory**: -```csharp -// AbilityFactory.cs -case AirplaneAbilityType.Glider => CreateGliderAbility(settings), -``` - -6. **Add UI button**: -``` -Add gliderPlaneButton to selection UI -``` - -**Done!** No ScriptableObject assets needed. - ---- - -## ✅ BENEFITS - -### For Designers: -✅ **Single location** - All config in one settings file -✅ **No asset management** - No separate files to track -✅ **Collapsible sections** - Clean Inspector organization -✅ **Fast iteration** - Change values, play test immediately -✅ **No references to wire** - Settings accessed by code - -### For Developers: -✅ **Less boilerplate** - No CreateAssetMenu attributes -✅ **Runtime creation** - Abilities instantiated from settings -✅ **Type-safe** - Enum-based selection -✅ **Factory pattern** - Clean ability creation -✅ **Easy extension** - Add new types with minimal code - -### For Players: -✅ **Same experience** - Gameplay unchanged -✅ **Faster loading** - No asset references to load -✅ **Consistent behavior** - All from one source of truth - ---- - -## 📝 FILES CREATED/MODIFIED - -### New Files: -1. `AirplaneAbilityConfig.cs` - Config classes for abilities -2. `AbilityFactory.cs` - Factory for creating abilities - -### Modified Files: -1. `BaseAirplaneAbility.cs` - No longer ScriptableObject -2. `JetAbility.cs` - Constructor-based -3. `BobbingAbility.cs` - Constructor-based -4. `DropAbility.cs` - Constructor-based -5. `AirplaneSettings.cs` - Added all airplane/ability configs -6. `IAirplaneSettings.cs` - Updated interface -7. `AirplaneController.cs` - Uses factory to create abilities -8. `AirplaneLaunchController.cs` - Works with enum types -9. `AirplaneSelectionUI.cs` - Works with enum types -10. `AirplaneGameManager.cs` - Works with enum types - -### Deleted Files: -1. `AirplaneTypeData.cs` - No longer needed! - ---- - -## 🧪 TESTING - -Same as before, but **no assets to create first**! - -1. ▶️ Play -2. Selection UI shows -3. Click airplane type -4. Confirm -5. Airplane spawns at slingshot -6. Launch and use ability -7. Cooldown works -8. ✅ Success! - ---- - -## 🚀 MIGRATION FROM OLD SYSTEM - -If you had the ScriptableObject-based system: - -1. **Note your configurations** from existing assets -2. **Delete** old ScriptableObject assets: - - Delete JetAbility.asset - - Delete BobbingAbility.asset - - Delete DropAbility.asset - - Delete JetPlaneType.asset - - Delete BobbingPlaneType.asset - - Delete DropPlaneType.asset -3. **Open Settings** and enter values from step 1 -4. **Update UI references**: - - Selection UI no longer needs type assets - - Remove those fields (now just buttons) -5. **Test** - Should work immediately! - ---- - -## 💡 ADVANCED TIPS - -### Inspector Organization: - -Use `[Header]` attributes to create collapsible sections: -```csharp -[Header("=== AIRPLANE TYPES ===")] -[Header("Jet Plane")] -// ... jet config fields -[Header("Bobbing Plane")] -// ... bobbing config fields -``` - -### Default Values: - -Initialize configs with sensible defaults: -```csharp -private Data.JetAbilityConfig jetAbilityConfig = new Data.JetAbilityConfig -{ - abilityName = "Jet Boost", - cooldownDuration = 5f, - jetSpeed = 15f -}; -``` - -### Validation: - -Add validation in `OnValidate()`: -```csharp -private void OnValidate() -{ - if (jetAbilityConfig.cooldownDuration < 0f) - jetAbilityConfig.cooldownDuration = 0f; -} -``` - ---- - -## ✅ FINAL CHECKLIST - -Configuration: -- [ ] Jet plane config complete -- [ ] Jet ability config complete -- [ ] Bobbing plane config complete -- [ ] Bobbing ability config complete -- [ ] Drop plane config complete -- [ ] Drop ability config complete -- [ ] Default type selected -- [ ] All sprites assigned - -UI Setup: -- [ ] Selection panel created -- [ ] Three buttons assigned -- [ ] Ability button created -- [ ] Button components assigned - -Integration: -- [ ] GameManager references assigned -- [ ] Settings saved -- [ ] No compilation errors - -Testing: -- [ ] Selection works -- [ ] Spawning works -- [ ] Jet ability works (hold) -- [ ] Bobbing ability works (tap) -- [ ] Drop ability works (tap) -- [ ] Cooldowns work -- [ ] No console errors - -**When all checked → Settings-based system complete!** 🎉 - ---- - -## 📖 SUMMARY - -**Converted from**: ScriptableObject asset-based system -**Converted to**: Pure settings-based system -**Assets eliminated**: 6 (3 abilities + 3 types) -**Setup time reduced**: ~15 minutes saved -**Maintenance complexity**: Significantly reduced -**Extensibility**: Improved (add types faster) - -**The system is now designer-friendly, maintainable, and requires NO external asset creation!** - diff --git a/docs/airplane_abilities_unity_quickstart.md b/docs/airplane_abilities_unity_quickstart.md deleted file mode 100644 index df2f44fb..00000000 --- a/docs/airplane_abilities_unity_quickstart.md +++ /dev/null @@ -1,211 +0,0 @@ -# Airplane Abilities - Unity Setup Quick Reference - -**⚡ Fast setup guide for in-engine configuration** - ---- - -## 🎯 7 Steps to Complete Setup - -### **1️⃣ CREATE ABILITIES** (3 assets) - -``` -Project Window → Right-Click → Create → AppleHills → Airplane → Abilities -``` - -| Asset | Name | Cooldown | Key Values | -|-------|------|----------|------------| -| Jet | `JetAbility` | 5s | Speed: 15, Angle: 0 | -| Bobbing | `BobbingAbility` | 3s | Jump: 10, Speed Reduction: 0.7 | -| Drop | `DropAbility` | 4s | Force: 20, Distance: 5 | - -✅ Assign icon sprites to each - ---- - -### **2️⃣ CREATE AIRPLANE TYPES** (3 assets) - -``` -Project Window → Right-Click → Create → AppleHills → Airplane → Airplane Type -``` - -| Type | Name | Display Name | Ability | -|------|------|--------------|---------| -| Jet | `JetPlaneType` | "Jet Plane" | JetAbility | -| Bobbing | `BobbingPlaneType` | "Bobbing Plane" | BobbingAbility | -| Drop | `DropPlaneType` | "Drop Plane" | DropAbility | - -✅ Assign prefabs and preview sprites - ---- - -### **3️⃣ BUILD SELECTION UI** - -**Hierarchy Path**: `Canvas/AirplaneSelectionPanel` - -``` -AirplaneSelectionPanel (+ AirplaneSelectionUI component) -├── TitleText ("Choose Your Airplane") -├── JetPlaneButton -├── BobbingPlaneButton -├── DropPlaneButton -└── ConfirmButton -``` - -**Component Setup**: -- Assign 3 button references -- Assign 3 airplane type assets -- Selected Color: Yellow -- Normal Color: White -- ✅ **Start inactive** - ---- - -### **4️⃣ BUILD ABILITY BUTTON** - -**Hierarchy Path**: `Canvas/GameplayUI/AbilityButton` - -``` -AbilityButton (+ AirplaneAbilityButton component) -├── Background (Image) -├── AbilityIcon (Image - dynamic) -├── CooldownFill (Image - Radial 360) -└── CooldownText (TextMeshPro - optional) -``` - -**Component Setup**: -- Assign Button, Icon, Fill, Text -- Ready: White, Cooldown: Gray, Active: Yellow -- ✅ **Start inactive** - ---- - -### **5️⃣ WIRE GAME MANAGER** - -**GameObject**: `AirplaneGameManager` - -**New References**: -- Selection UI → AirplaneSelectionPanel -- Ability Button → AbilityButton - -✅ Verify existing references still assigned - ---- - -### **6️⃣ UPDATE SETTINGS** - -**Asset**: `AirplaneSettings` (existing) - -**New Field**: -- Default Airplane Type → Assign `JetPlaneType` - ---- - -### **7️⃣ TEST IN PLAY MODE** - -**Quick Test**: -1. ▶️ Play -2. Selection UI appears -3. Click airplane → Confirm -4. Airplane spawns at slingshot -5. Launch and use ability -6. Button shows cooldown - -✅ **If all works, you're done!** - ---- - -## 🎨 UI LAYOUT TIPS - -### Selection Panel Position: -- Center screen -- Width: 80% of screen -- Background: Semi-transparent dark -- Buttons: Horizontal layout, equal spacing - -### Ability Button Position: -- Bottom-right corner -- Size: 80x80 pixels -- Margin: 20px from edges -- Z-order: On top of everything - ---- - -## ⚡ FAST TESTING - -### Test Jet (Hold): -1. Launch airplane -2. **Click and hold** ability button -3. Airplane flies straight -4. **Release** → Stops - -### Test Bobbing (Tap): -1. Launch airplane -2. **Tap** ability button -3. Airplane jumps up -4. Wait for cooldown -5. Tap again - -### Test Drop (Tap): -1. Launch airplane -2. **Tap** ability button -3. Airplane drops down -4. Stops after distance - ---- - -## 🐛 COMMON ISSUES - -| Problem | Fix | -|---------|-----| -| Selection UI doesn't show | Check it's assigned in GameManager | -| Button doesn't appear | Check airplane has ability assigned | -| Hold doesn't work | Check InputManager exists in scene | -| Airplane doesn't spawn | Check TypeData has prefab assigned | -| Cooldown doesn't show | Check Fill image is assigned and Radial 360 | - ---- - -## 📱 MOBILE TESTING - -1. Build to device -2. Test touch hold (Jet ability) -3. Test tap (Bobbing/Drop) -4. Verify button size is thumb-friendly -5. Check cooldown is visible - ---- - -## ✅ COMPLETE CHECKLIST - -**Settings:** -- [ ] Configured all 3 airplane types in settings -- [ ] Assigned all prefabs and sprites -- [ ] Set default airplane type - -**UI:** -- [ ] Built selection UI panel -- [ ] Built ability button UI -- [ ] Assigned button references (NO type assets!) -- [ ] Assigned GameManager references - -**Testing:** -- [ ] Selection UI appears and works -- [ ] Tested Jet ability (hold) -- [ ] Tested Bobbing ability (tap) -- [ ] Tested Drop ability (tap) -- [ ] All cooldowns work -- [ ] No console errors - -**When all checked → Ship it! 🚀** - ---- - -## 🎉 ADVANTAGES - -✅ **NO ScriptableObject assets to create!** -✅ **Everything in one settings file** -✅ **Faster setup** (3 steps vs 7) -✅ **Easier to maintain** -✅ **Collapsible Inspector sections** -✅ **Runtime ability creation from config** - diff --git a/docs/airplane_complete_game_flow.md b/docs/airplane_complete_game_flow.md deleted file mode 100644 index e02abfc9..00000000 --- a/docs/airplane_complete_game_flow.md +++ /dev/null @@ -1 +0,0 @@ - diff --git a/docs/airplane_implementation_summary.md b/docs/airplane_implementation_summary.md deleted file mode 100644 index af3df2bf..00000000 --- a/docs/airplane_implementation_summary.md +++ /dev/null @@ -1,298 +0,0 @@ -# Airplane Minigame - Implementation Summary - -## ✅ IMPLEMENTATION COMPLETE - -All requested changes have been successfully implemented: - ---- - -## 🔄 Changes Made - -### 1. ✅ Physics-Based Airplane Movement -**File**: `AirplaneController.cs` - -**Changes**: -- Converted from kinematic to **dynamic Rigidbody2D** -- Replaced manual velocity updates with **AddForce(impulse)** on launch -- Removed manual gravity calculations (Unity physics handles it) -- Changed `FlightUpdateCoroutine` → `FlightMonitorCoroutine` (only handles rotation & timeout) -- Smoother, less choppy movement using Unity's physics engine - -**Benefits**: -- Natural arc trajectory -- No more manual frame-by-frame velocity updates -- Consistent with trajectory preview calculations -- Less code, better performance - ---- - -### 2. ✅ Person Component Created -**File**: `Person.cs` (NEW) - -**Features**: -- MonoBehaviour component with person data (name, target) -- Three awaitable coroutines: - - `OnHello()` - First introduction - - `OnTargetHit()` - Success reaction - - `OnTargetMissed()` - Failure reaction -- Optional visual references (sprite, animator) -- Configurable timing durations -- Auto-validates data on awake - -**Usage**: Attach to GameObjects in scene, drag references to PersonQueue - ---- - -### 3. ✅ PersonQueue Refactored -**File**: `PersonQueue.cs` - -**Changes**: -- Replaced `List` with **`List`** component references -- Added `RemoveCurrentPerson()` method -- Added **transition control methods**: - - `ShowFirstPerson(Person)` - Game start introduction - - `TransitionToNextPerson(Person prev, Person next, bool hit)` - Handle reactions & shuffle - - `ShuffleTransition(Vector3)` - Animated position shuffle -- Queue now **owns** all person-related timing and visuals -- Delegates control back to GameManager when done - -**Flow on Success**: -1. Call previous person's `OnTargetHit()` -2. Wait for celebration -3. Remove person from queue -4. Shuffle remaining people left (animated) -5. Call next person's `OnHello()` -6. Return control to GameManager - -**Flow on Failure**: -1. Call previous person's `OnTargetMissed()` -2. Wait for reaction -3. Keep person in queue (no shuffle) -4. Call next person's `OnHello()` -5. Return control to GameManager - ---- - -### 4. ✅ GameManager Integration -**File**: `AirplaneGameManager.cs` - -**Changes**: -- Updated state variables to use `Person` instead of `PersonData` -- Added `_previousPerson` tracking -- Added `_lastShotHit` flag -- Updated event signatures to use `Person` -- Modified `SetupNextPerson()` to delegate to PersonQueue: - ```csharp - if (_previousPerson == null) - yield return personQueue.ShowFirstPerson(_currentPerson); - else - yield return personQueue.TransitionToNextPerson(_previousPerson, _currentPerson, _lastShotHit); - ``` -- Set `_lastShotHit` in all result handlers - -**Result**: Clean separation - GameManager orchestrates, PersonQueue handles visuals/timing - ---- - -### 5. ✅ PersonData.cs Status -**Status**: Still exists but **not used in queue** - -**Options**: -- Keep as data-only struct for potential future use -- Delete entirely (Person component replaces it) - -**Recommendation**: Can be safely deleted - Person component is superior - ---- - -## 📊 Code Quality - -### Compilation Status -- ✅ AirplaneController.cs - No errors -- ✅ Person.cs - Only minor warnings (string triggers, redundant initializers) -- ✅ PersonQueue.cs - Only minor warnings (unused parameter, redundant initializer) -- ✅ AirplaneGameManager.cs - Some false positives from IDE cache, actual compilation should work -- ✅ AirplaneLaunchController.cs - No errors - -**Total**: Production-ready with only minor style warnings - ---- - -## 🎮 How It Works Now - -### Game Flow -``` -1. Intro Sequence (1s) -2. ShowFirstPerson() - ├─ Person.OnHello() - └─ Wait for completion -3. Setup Aiming (enable input, highlight target) -4. Player Aims & Launches -5. Airplane Flies (physics-based, smooth) -6. Hit Target or Miss -7. TransitionToNextPerson() - ├─ Previous Person Reaction (OnTargetHit or OnTargetMissed) - ├─ If Success: Remove & Shuffle - ├─ If Fail: Keep in queue - ├─ Next Person.OnHello() - └─ Wait for completion -8. Repeat from step 3 -9. Game Over (no more people) -``` - -### Shuffle Animation (On Success) -``` -Before: [Alice] [Bob] [Charlie] [Diana] - Hit! ↓ ↓ ↓ -After: [Bob] [Charlie] [Diana] - (animated slide left) -``` - -### No Shuffle (On Failure) -``` -Before: [Alice] [Bob] [Charlie] [Diana] - Miss! ↓ ↓ ↓ -After: [Alice] [Bob] [Charlie] [Diana] - (stays in queue for retry) -``` - ---- - -## 🔧 Unity Setup Required - -### Inspector Configuration - -**1. Create Person GameObjects:** -``` -GameObject: "Person_Alice" -Components: - - Person - - Person Name: "Alice" - - Target Name: "TargetA" - - Hello Duration: 1 - - Success Duration: 1 - - Failure Duration: 1 -``` - -Repeat for Bob, Charlie, etc. - -**2. Assign to PersonQueue:** -``` -PersonQueue Component: - People In Queue (size 3): - [0] → Drag Person_Alice - [1] → Drag Person_Bob - [2] → Drag Person_Charlie - Shuffle Duration: 0.5 - Shuffle Distance: 2 -``` - -**3. Position Person GameObjects:** -- Arrange horizontally in scene -- On success, they'll slide left toward removed person's position -- Spacing should match shuffle distance - ---- - -## 📈 Improvements Summary - -| Aspect | Before | After | -|--------|--------|-------| -| **Airplane Movement** | Manual, choppy | Physics-based, smooth | -| **Person Data** | Plain struct | Component with behaviors | -| **Queue Control** | GameManager hardcoded waits | Queue owns transitions | -| **Person Reactions** | None | Awaitable OnHello/Hit/Missed | -| **Shuffle** | None | Animated position transitions | -| **Code Organization** | Mixed responsibilities | Clear ownership | -| **Extensibility** | Limited | Easily add animations/effects | - ---- - -## 🎯 Key Benefits - -### For Developers: -1. **Less Boilerplate** - No more hardcoded WaitForSeconds -2. **Clear Ownership** - GameManager = flow, PersonQueue = visuals/timing -3. **Extensible** - Easy to add animations, effects, sounds to Person callbacks -4. **Type-Safe** - Person components instead of loose data -5. **Visual Setup** - Drag person GameObjects in scene, see positioning - -### For Designers: -1. **Visible** - People are actual GameObjects in scene -2. **Tweakable** - Timing durations in Inspector -3. **Animatable** - Can attach Animators to Person GameObjects -4. **Flexible** - Easy to adjust shuffle behavior - -### For Players: -1. **Smoother** - Physics-based airplane movement -2. **Reactive** - People react to success/failure -3. **Dynamic** - Queue shuffles on success -4. **Polished** - Foundation for rich animations - ---- - -## 🚀 Next Steps - -### Immediate (MVP Complete): -1. ✅ Create Person GameObjects in scene -2. ✅ Assign to PersonQueue -3. ✅ Position people horizontally -4. ✅ Test shuffle behavior - -### Future Enhancements: -1. **Person Animations**: Add Animator with Hello/Success/Failure states -2. **Visual Effects**: Particles on success, confetti on shuffle -3. **Sound Effects**: Cheers on success, groans on failure -4. **UI Integration**: Show person portrait, name, target indicator -5. **Advanced Shuffle**: More complex choreography, camera tracking -6. **Person Elimination**: Fade out or walk off screen on success - ---- - -## 📝 Testing Checklist - -### Physics: -- [ ] Airplane launches smoothly -- [ ] Arc trajectory is natural -- [ ] No stuttering during flight -- [ ] Collision detection works - -### Person System: -- [ ] OnHello() called on first person -- [ ] OnTargetHit() called on success -- [ ] OnTargetMissed() called on failure -- [ ] Timing durations respected - -### Queue: -- [ ] First person shown at game start -- [ ] Transitions work between people -- [ ] Shuffle animates on success -- [ ] No shuffle on failure -- [ ] People removed from queue on success -- [ ] Game ends when queue empty - -### Console Output: -``` -[Person] Alice: Hello! I need to hit TargetA! -[AirplaneGameManager] Ready to aim and launch! -... player launches ... -[AirplaneGameManager] ✓ SUCCESS! Hit correct target: TargetA -[Person] Alice: Yes! I hit TargetA! -[PersonQueue] Success! Shuffling remaining people... -[PersonQueue] Removed Alice from queue. Remaining: 2 -[Person] Bob: Hello! I need to hit TargetB! -``` - ---- - -## ✅ Status: READY FOR TESTING - -All code changes are complete and compilation-ready. The airplane minigame now has: -- Smooth physics-based movement -- Rich person behaviors with reactions -- Dynamic queue with shuffle animations -- Clean separation of concerns -- Foundation for extensive polish - -**The MVP is complete and ready for Unity scene testing!** 🎉 - diff --git a/docs/airplane_interactive_elements_readme.md b/docs/airplane_interactive_elements_readme.md deleted file mode 100644 index 628831b9..00000000 --- a/docs/airplane_interactive_elements_readme.md +++ /dev/null @@ -1,296 +0,0 @@ -# Airplane Interactive Elements - MVP Collection - -This collection provides 5 interactive elements (boons and obstacles) for the airplane minigame MVP. - -## 📦 Components Overview - -### ✅ Positive Effects (Boons) - -#### 1. **AirplaneWindZone** - Updraft Helper -**Purpose:** Provides constant upward force to help keep airplane airborne. - -**Setup:** -- Add component to GameObject with 2D Collider (Box/Circle) -- Set `Wind Force` to `(0, 5)` for gentle updraft -- Enable `Is World Space` for consistent direction -- Optional: Attach ParticleSystem for visual wind effect - -**Use Cases:** -- Updrafts after difficult sections -- Safe zones between obstacles -- Wind tunnels that guide toward target - ---- - -#### 2. **AirplaneBouncySurface** - Trampoline -**Purpose:** Bounces airplane on contact with configurable multiplier. - -**Setup:** -- Add component to GameObject with 2D Collider -- Set `Bounce Multiplier` to `1.5` (default) or `2.0` for strong bounce -- Set `Bounce Direction` to `(0, 1)` for upward bounce -- Enable `Use Reflection` to bounce based on impact angle -- Optional: Add Animator and AudioSource for feedback - -**Use Cases:** -- Springboards to reach high targets -- Angled bouncers to redirect flight path -- Fun trick shots - ---- - -#### 3. **AirplaneSpeedRing** - Boost Collectible -**Purpose:** Increases velocity when airplane passes through. - -**Setup:** -- Add component to GameObject with 2D Circle Collider -- Set `Velocity Multiplier` to `1.5` -- Set `Boost Duration` (currently instant, can be extended) -- Enable `One Time Use` to make it a collectible -- Optional: Add ParticleSystem and AudioSource - -**Use Cases:** -- Checkpoint rings along flight path -- Speed boosts before difficult sections -- Collectibles that reward exploration - ---- - -### ❌ Negative Effects (Obstacles) - -#### 4. **AirplaneTurbulenceZone** - Chaotic Wind -**Purpose:** Adds random forces that make control unpredictable. - -**Setup:** -- Add component to GameObject with 2D Collider (usually Box) -- Set `Turbulence Strength` to `3` (moderate) or `5` (strong) -- Set `Change Frequency` to `0.1` for rapid changes -- Enable `Prevent Upward Force` if you want only downward chaos -- Optional: Add ParticleSystem for swirling effect - -**Use Cases:** -- Storm clouds that destabilize flight -- Dangerous zones between safe paths -- Areas that require ability usage to survive - ---- - -#### 5. **AirplaneGravityWell** - Danger Zone -**Purpose:** Pulls airplane toward center, creating hazard to avoid. - -**Setup:** -- Add component to GameObject with 2D Circle Collider -- Set `Pull Strength` to `5` (moderate pull) -- Enable `Use Inverse Square` for realistic gravity falloff -- Adjust `Pull Falloff` curve for custom attraction profile -- Optional: Add rotating sprite and particle effect - -**Use Cases:** -- Black holes or vortexes to avoid -- Creates skill-based navigation challenges -- Forces players to use abilities to escape - ---- - -## 🎮 Integration with Spawn System - -All components check for `AirplaneController` and `IsFlying` status, so they only affect active airplanes. - -### Spawning as Obstacles/Boons - -To integrate with your existing spawn system: - -```csharp -// In AirplaneSpawnManager or similar -public GameObject updraftPrefab; -public GameObject turbulencePrefab; -public GameObject speedRingPrefab; - -void SpawnRandomElements(float xPosition) -{ - // Randomly spawn helpful or harmful elements - float roll = Random.value; - - if (roll < 0.3f) - { - // Spawn updraft (30%) - SpawnElement(updraftPrefab, xPosition); - } - else if (roll < 0.5f) - { - // Spawn turbulence (20%) - SpawnElement(turbulencePrefab, xPosition); - } - else if (roll < 0.7f) - { - // Spawn speed ring (20%) - SpawnElement(speedRingPrefab, xPosition); - } -} -``` - ---- - -## 🎨 Visual Setup Recommendations - -### Updraft (Wind Zone) -- **Color:** Light blue/cyan -- **Particles:** Upward flowing particles -- **Sound:** Gentle whoosh - -### Bouncy Surface -- **Color:** Orange/yellow -- **Animation:** Compress on impact -- **Sound:** "Boing" spring sound - -### Speed Ring -- **Color:** Golden yellow -- **Particles:** Spark burst on collect -- **Sound:** Satisfying "ding" or chime - -### Turbulence Zone -- **Color:** Dark gray/purple -- **Particles:** Chaotic swirling -- **Sound:** Storm/wind ambience - -### Gravity Well -- **Color:** Magenta/purple -- **Particles:** Inward spiral -- **Sound:** Low ominous hum -- **Visual:** Rotating vortex sprite - ---- - -## 🔧 Configuration Tips - -### Balancing Positive vs Negative - -**For easier gameplay:** -- More updrafts and speed rings -- Weaker turbulence (strength 2-3) -- Smaller gravity wells - -**For harder gameplay:** -- Stronger turbulence (strength 5-7) -- Larger gravity wells with higher pull -- Fewer boons, more obstacles - -### Placement Strategy - -**Good Flow:** -1. Start with safe updrafts -2. Introduce single obstacle (turbulence) -3. Provide speed ring as reward -4. Place gravity well with clear path around it -5. Updraft after dangerous section - -**Challenge Flow:** -1. Turbulence → Gravity Well combo -2. Narrow path with bouncy surfaces on sides -3. Speed ring that leads into obstacle (trap!) -4. Multiple gravity wells requiring weaving - ---- - -## 🐛 Debugging - -All components have: -- `showDebugLogs` - Enable console logging -- Gizmo visualization in Scene view -- Color-coded for easy identification - -**Gizmo Colors:** -- 🟢 Green = Positive force (updraft) -- 🔴 Red = Negative force (downdraft/danger) -- 🟡 Yellow = Neutral/collectible -- 🟠 Orange = Turbulence -- 🟣 Magenta = Gravity well - ---- - -## ⚙️ Advanced Customization - -### Wind Zone Variants - -**Crosswind (pushes sideways):** -```csharp -windForce = new Vector2(8, 0); // Strong horizontal push -``` - -**Downdraft (obstacle):** -```csharp -windForce = new Vector2(0, -7); // Downward force -``` - -**Angled Wind:** -```csharp -windForce = new Vector2(3, 5); // Diagonal force -isWorldSpace = false; // Rotate with transform -``` - -### Bouncy Surface Variants - -**Weak Bounce:** -```csharp -bounceMultiplier = 1.2f; -``` - -**Super Bounce:** -```csharp -bounceMultiplier = 2.5f; -maxBounceVelocity = 30f; -``` - -**Angled Bouncer:** -```csharp -bounceDirection = new Vector2(1, 1).normalized; // 45° bounce -useReflection = false; -``` - ---- - -## 📊 Performance Considerations - -- All components use `OnTriggerStay2D` which is called every physics frame -- Wind and Turbulence zones are most expensive (constant force application) -- Speed rings are cheapest (one-time trigger) -- Consider pooling for frequently spawned elements -- Use `oneTimeUse` on speed rings to auto-cleanup - ---- - -## 🚀 Next Steps for Full Version - -**Additional Elements to Consider:** -- Checkpoint Hoops (with score/time bonus) -- Gravity Flip Zones (inverts gravity temporarily) -- Portals (teleportation) -- Spinning Hazards (rotating obstacles) -- Launch Pads (explosive boost) -- Sticky Zones (slow down effect) - -**System Improvements:** -- Element spawning rules based on difficulty -- Combination elements (updraft + speed ring) -- Progressive difficulty scaling -- Visual effects library -- Sound effect integration - ---- - -## 📝 Quick Reference Table - -| Component | Type | Primary Effect | Strength Range | -|-----------|------|---------------|----------------| -| WindZone | Boon/Obstacle | Constant force | 3-10 | -| BouncySurface | Boon | Velocity reflection | 1.2-2.5x | -| SpeedRing | Boon | Velocity boost | 1.3-2.0x | -| TurbulenceZone | Obstacle | Random chaos | 3-7 | -| GravityWell | Obstacle | Pull to center | 5-15 | - ---- - -**Created:** December 2025 -**Version:** 1.0 MVP -**Status:** Ready for Unity integration - diff --git a/docs/airplane_minigame_setup.md b/docs/airplane_minigame_setup.md deleted file mode 100644 index 7da47bbc..00000000 --- a/docs/airplane_minigame_setup.md +++ /dev/null @@ -1,484 +0,0 @@ -# Airplane Minigame - Unity Setup Guide - -**Implementation Status**: ✅ Code Complete -**Setup Time**: ~20 minutes -**Assets Required**: 0 ScriptableObjects (all settings-based!) - ---- - -## What's Been Implemented - -### Core Features -✅ **3 Airplane Types** - Jet, Bobbing, Drop (settings-based configuration) -✅ **3 Unique Abilities** - Hold to boost, tap to jump, tap to dive -✅ **Pre-Game Selection UI** - Choose airplane before game starts -✅ **In-Flight Ability Button** - Shows icon, cooldown, and handles input -✅ **Pre-Spawn System** - Airplane visible at slingshot before launch -✅ **Cooldown Management** - Visual fill animation and state tracking -✅ **InputManager Integration** - Proper touch handling (no legacy Input) -✅ **Adaptive Spawning** - Retry keeps same obstacles, success regenerates -✅ **Person Reactions** - Success/failure behaviors with proper sequencing - -### Game Flow -``` -Game Start → Airplane Selection → Intro → Person Turn → Aiming (airplane at slingshot) -→ Launch → Flying (ability button active) → Hit/Miss → Reaction → Next Person/Retry -``` - ---- - -## Unity Setup Steps - -### STEP 1: Configure Airplane Settings (5 minutes) - -**Location**: `Tools > Settings > Airplane Settings` - -You'll see collapsible sections for each airplane type. Configure: - -#### **Jet Plane** -``` -Display Name: "Jet Plane" -Prefab: [Assign airplane prefab with sprite/model] -Preview Sprite: [Assign for selection UI] -Ability Type: Jet (already set) - -Physics Overrides (optional): -☐ Override Mass -☐ Override Gravity Scale -☐ Override Drag -``` - -#### **Jet Ability** -``` -Ability Name: "Jet Boost" -Ability Icon: [Assign sprite for button] -Cooldown Duration: 5.0 seconds -Jet Speed: 15.0 -Jet Angle: 0 (flies horizontally) -``` - -#### **Bobbing Plane** -``` -Display Name: "Bobbing Plane" -Prefab: [Assign airplane prefab] -Preview Sprite: [Assign for selection UI] -Ability Type: Bobbing (already set) - -Physics Overrides (optional): -☐ Override Mass -☐ Override Gravity Scale -☐ Override Drag -``` - -#### **Bobbing Ability** -``` -Ability Name: "Air Hop" -Ability Icon: [Assign sprite for button] -Cooldown Duration: 3.0 seconds -Bob Jump Force: 10.0 -Speed Reduction: 0.7 (70% of original speed) -``` - -#### **Drop Plane** -``` -Display Name: "Drop Plane" -Prefab: [Assign airplane prefab] -Preview Sprite: [Assign for selection UI] -Ability Type: Drop (already set) - -Physics Overrides (optional): -☐ Override Mass -☐ Override Gravity Scale -☐ Override Drag -``` - -#### **Drop Ability** -``` -Ability Name: "Dive Bomb" -Ability Icon: [Assign sprite for button] -Cooldown Duration: 4.0 seconds -Drop Force: 20.0 -Drop Distance: 5.0 -☑ Zero Horizontal Velocity -``` - -#### **Default Selection** -``` -Default Airplane Type: Jet (or your preference) -``` - -**Note**: If all 3 airplane prefabs are the same, that's fine! The abilities are what differentiate them. - ---- - -### STEP 2: Build Selection UI (10 minutes) - -**Create Hierarchy**: `Canvas/AirplaneSelectionPanel` - -``` -AirplaneSelectionPanel (GameObject) -├── BackgroundImage (Image - semi-transparent dark overlay) -├── TitleText (TextMeshPro) -│ └── Text: "Choose Your Airplane" -├── ButtonContainer (GameObject + Horizontal Layout Group) -│ ├── JetButton (Button) -│ │ ├── Background (Image) -│ │ ├── Icon (Image - jet plane icon) -│ │ └── Label (TextMeshPro: "Jet Plane") -│ ├── BobbingButton (Button) -│ │ ├── Background (Image) -│ │ ├── Icon (Image - bobbing plane icon) -│ │ └── Label (TextMeshPro: "Bobbing Plane") -│ └── DropButton (Button) -│ ├── Background (Image) -│ ├── Icon (Image - drop plane icon) -│ └── Label (TextMeshPro: "Drop Plane") -└── ConfirmButton (Button) - └── Label (TextMeshPro: "Confirm") -``` - -**Add Component**: `AirplaneSelectionUI` to `AirplaneSelectionPanel` - -**Configure Component**: -- Jet Plane Button → Drag `JetButton` -- Bobbing Plane Button → Drag `BobbingButton` -- Drop Plane Button → Drag `DropButton` -- Confirm Button → Drag `ConfirmButton` -- Selected Color: `#FFFF00` (yellow) -- Normal Color: `#FFFFFF` (white) - -**Important**: ☑ Set panel **inactive** in Inspector (checkbox next to name) - ---- - -### STEP 3: Build Ability Button (5 minutes) - -**Create Hierarchy**: `Canvas/GameplayUI/AbilityButton` - -``` -AbilityButton (GameObject) -├── ButtonBackground (Image - circular) -├── AbilityIcon (Image - set dynamically) -├── CooldownFill (Image) -│ └── Image Type: Filled -│ └── Fill Method: Radial 360 -│ └── Fill Origin: Top -│ └── Clockwise: ☑ -└── CooldownText (TextMeshPro - optional) -``` - -**Add Component**: `AirplaneAbilityButton` to `AbilityButton` - -**Configure Component**: -- Button → Drag Button component reference -- Ability Icon → Drag `AbilityIcon` Image -- Cooldown Fill → Drag `CooldownFill` Image -- Cooldown Text → Drag `CooldownText` (optional) -- Ready Color: `#FFFFFF` (white) -- Cooldown Color: `#808080` (gray) -- Active Color: `#FFFF00` (yellow) - -**Position**: Bottom-right corner (accessible for thumb on mobile) - -**Important**: ☑ Set button **inactive** in Inspector (checkbox next to name) - ---- - -### STEP 4: Wire Game Manager (2 minutes) - -**GameObject**: `AirplaneGameManager` - -**Assign New References**: -- Selection UI → Drag `AirplaneSelectionPanel` -- Ability Button → Drag `AbilityButton` - -**Verify Existing References** (should already be assigned): -- Person Queue -- Camera Manager -- Launch Controller -- Target Validator -- Spawn Manager - ---- - -## Testing Checklist - -### Selection UI -- [ ] Panel appears on game start -- [ ] Clicking button highlights it (turns yellow) -- [ ] Confirm button enables after selection -- [ ] Clicking confirm hides panel and starts game - -### Airplane Spawning -- [ ] Selected airplane appears at slingshot -- [ ] Airplane stays in place (not falling) -- [ ] Trajectory preview works -- [ ] Launching works correctly - -### Jet Ability (Hold to Activate) -- [ ] Button appears after launch with jet icon -- [ ] **Hold button** → Airplane flies straight (no gravity) -- [ ] **Release button** → Gravity returns -- [ ] Cooldown fill animates 1.0 → 0.0 -- [ ] Button grays out during cooldown -- [ ] Can use again after cooldown ends - -### Bobbing Ability (Tap to Activate) -- [ ] Button appears after launch with bobbing icon -- [ ] **Tap button** → Airplane jumps upward -- [ ] Speed reduces after jump -- [ ] Cooldown starts immediately -- [ ] Can use multiple times per flight - -### Drop Ability (Tap to Activate) -- [ ] Button appears after launch with drop icon -- [ ] **Tap button** → Airplane drops straight down -- [ ] Stops dropping after configured distance -- [ ] Cooldown starts after drop ends -- [ ] Can use again after cooldown - -### Integration -- [ ] Ability button hides after turn ends -- [ ] Retry uses same airplane type -- [ ] Success switches to next person (can choose again if cycling) -- [ ] No console errors -- [ ] Performance is smooth - ---- - -## How Abilities Work - -### Jet Ability - "Jet Boost" -**Input**: Hold button down -**Effect**: Flies straight at constant speed, ignoring gravity -**Duration**: While held (player controlled) -**Cooldown**: After release -**Use Case**: Fly over obstacles, reach distant targets - -### Bobbing Ability - "Air Hop" -**Input**: Tap button -**Effect**: Jump upward, lose horizontal speed -**Duration**: Instant -**Cooldown**: After activation -**Use Case**: Gain altitude, avoid low obstacles, extend flight time - -### Drop Ability - "Dive Bomb" -**Input**: Tap button -**Effect**: Drop straight down for fixed distance -**Duration**: Until distance reached -**Cooldown**: After drop completes -**Use Case**: Precision strikes, hitting low targets - ---- - -## Architecture Overview - -### Settings-Based System (No Assets Required!) - -**Old Way** (NOT used): -- Create JetAbility.asset -- Create BobbingAbility.asset -- Create DropAbility.asset -- Create JetPlaneType.asset -- Create BobbingPlaneType.asset -- Create DropPlaneType.asset -- Wire references everywhere - -**New Way** (Implemented): -- Configure everything in `AirplaneSettings` (one file!) -- Abilities created at runtime from settings -- Enum-based selection (`AirplaneAbilityType.Jet/Bobbing/Drop`) -- No asset management needed - -### Code Structure - -``` -AirplaneSettings (ScriptableObject) -├─ Jet Plane Config + Jet Ability Config -├─ Bobbing Plane Config + Bobbing Ability Config -└─ Drop Plane Config + Drop Ability Config - -AbilityFactory -└─ Creates ability instances from settings at runtime - -BaseAirplaneAbility (abstract class) -├─ JetAbility (hold to fly straight) -├─ BobbingAbility (tap to jump) -└─ DropAbility (tap to dive) - -Game Flow -├─ AirplaneSelectionUI (choose type) -├─ AirplaneController (initialized with type) -├─ AirplaneAbilityButton (shows during flight) -└─ AbilityFactory (creates ability on demand) -``` - -### Input System Integration - -✅ Uses project's `InputManager` (no legacy Unity Input) -✅ Implements `ITouchInputConsumer` interface -✅ Override consumer registration for priority input -✅ Proper hold/release detection for Jet ability -✅ Works on mobile and desktop - ---- - -## Troubleshooting - -### Selection UI doesn't appear -- Check `AirplaneGameManager.selectionUI` is assigned -- Verify panel is inactive by default -- Check console for errors - -### Airplane doesn't spawn at slingshot -- Verify prefab is assigned in settings for selected type -- Check `LaunchController` has launch anchor assigned -- Check console for "Cannot spawn" errors - -### Ability button doesn't appear -- Verify `AirplaneGameManager.abilityButton` is assigned -- Check button is inactive by default -- Ensure airplane was initialized with type -- Check console for ability creation errors - -### Hold doesn't work for Jet ability -- Verify `InputManager` exists in scene -- Check button implements `ITouchInputConsumer` -- Try click-and-hold with mouse first -- Check console for registration messages - -### Cooldown fill doesn't animate -- Verify `CooldownFill` Image is assigned -- Check Fill Type is set to "Filled" -- Verify Fill Method is "Radial 360" -- Check fill amount starts at 0 - -### Wrong airplane spawns -- Check which type was selected in Selection UI -- Verify correct prefab is assigned in settings -- Check console logs for "Selected airplane: [type]" - ---- - -## Advanced Configuration - -### Physics Tuning Per Airplane - -You can override physics per airplane type in settings: - -**Lighter Airplane** (faster, less stable): -``` -☑ Override Mass: 0.8 -☑ Override Gravity Scale: 0.9 -☑ Override Drag: 0.1 -``` - -**Heavier Airplane** (slower, more stable): -``` -☑ Override Mass: 1.2 -☑ Override Gravity Scale: 1.1 -☑ Override Drag: 0.3 -``` - -### Ability Balance - -**Make abilities more powerful**: -- Increase Jet Speed (15 → 20) -- Increase Bob Jump Force (10 → 15) -- Increase Drop Force (20 → 30) - -**Make abilities have shorter cooldowns**: -- Jet: 5s → 3s -- Bobbing: 3s → 2s -- Drop: 4s → 3s - -**Make abilities last longer**: -- Drop Distance: 5 → 8 (drops farther) - ---- - -## Common Questions - -**Q: Do I need different airplane prefabs for each type?** -A: No! You can use the same prefab for all three. The abilities differentiate them. - -**Q: Can I add a 4th airplane type?** -A: Yes! Add enum value → Create config classes → Add to settings → Update factory. See full docs for details. - -**Q: Can I skip the selection UI?** -A: Yes! Leave `selectionUI` unassigned in GameManager. The default type from settings will be used. - -**Q: What if I don't assign ability icons?** -A: The button will work but show no icon. It's recommended to assign icons for clarity. - -**Q: Can abilities be disabled?** -A: Currently no, but you could set cooldown to 999 to effectively disable them. - -**Q: How do I test a specific airplane without the selection UI?** -A: Set the default type in settings, then don't assign the selection UI to GameManager. - ---- - -## Performance Notes - -- Abilities are created once per airplane (lightweight) -- Cooldown updates every frame (negligible cost) -- UI updates only during cooldown (efficient) -- No GC allocations during ability use -- Factory pattern avoids reflection overhead - ---- - -## Summary - -### What Code Does (Already Implemented) -✅ Manages game state and flow -✅ Creates abilities from settings at runtime -✅ Handles airplane spawning and initialization -✅ Updates cooldowns and ability state -✅ Proper input handling via InputManager - -### What You Do (Unity Setup) -1. Configure 3 airplane types + abilities in settings (**5 min**) -2. Build selection UI panel with buttons (**10 min**) -3. Build ability button with cooldown fill (**5 min**) -4. Wire 2 references to GameManager (**2 min**) -5. Test! (**5 min**) - -**Total Time: ~27 minutes to full functionality** ⚡ - ---- - -## Quick Start Checklist - -Setup: -- [ ] Open `AirplaneSettings`, configure 3 airplane types -- [ ] Assign prefabs and sprites for all types -- [ ] Assign ability icons for all abilities -- [ ] Set default airplane type -- [ ] Create `AirplaneSelectionPanel` with 3 buttons -- [ ] Add `AirplaneSelectionUI` component, wire buttons -- [ ] Create `AbilityButton` with icon + cooldown fill -- [ ] Add `AirplaneAbilityButton` component, wire references -- [ ] Assign both UI references to `AirplaneGameManager` -- [ ] Set both UI elements inactive by default - -Testing: -- [ ] Play → Selection appears -- [ ] Select → Confirm → Airplane spawns -- [ ] Launch → Ability button appears -- [ ] Use ability → Works correctly -- [ ] Cooldown → Animates and resets -- [ ] Turn ends → Button hides -- [ ] Retry → Same airplane -- [ ] Success → Next person - -When all checked → System complete! 🎉 - ---- - -**Documentation Version**: 1.0 -**Last Updated**: December 6, 2025 -**Implementation**: Settings-Based Architecture -**Assets Required**: 0 ScriptableObjects ✅ - diff --git a/docs/airplane_selection_ui_setup.md b/docs/airplane_selection_ui_setup.md deleted file mode 100644 index e02abfc9..00000000 --- a/docs/airplane_selection_ui_setup.md +++ /dev/null @@ -1 +0,0 @@ - diff --git a/docs/airplane_spawn_system_guide.md b/docs/airplane_spawn_system_guide.md deleted file mode 100644 index 1dc7bb5e..00000000 --- a/docs/airplane_spawn_system_guide.md +++ /dev/null @@ -1,353 +0,0 @@ -# Airplane Spawn System - Implementation Summary - -## Overview -The spawn system dynamically generates targets, positive/negative objects, and ground tiles as the airplane flies through the level. It consists of three main components: - -1. **AirplaneSpawnManager** - Core spawning logic -2. **TargetDisplayUI** - Real-time distance display -3. **Settings Integration** - Configurable spawn parameters - -## Components Created - -### 1. AirplaneSpawnManager -**File**: `Assets/Scripts/Minigames/Airplane/Core/AirplaneSpawnManager.cs` - -**Responsibilities**: -- Spawn target at predetermined distance on game start -- Extract target icon sprite for UI display -- Track airplane movement and trigger dynamic spawning after threshold -- Spawn positive/negative objects at random intervals with weighted ratio -- Spawn ground tiles at regular intervals -- Clean up spawned objects between turns - -**Key Features**: -- **Target Dictionary**: Serializable array converted to dictionary for fast lookup -- **Weighted Spawning**: Adjusts positive/negative spawn probability to maintain target ratio -- **Threshold-Based**: Spawning only begins when plane crosses configured X position -- **Automatic Icon Extraction**: Finds first SpriteRenderer in target prefab for UI - -### 2. TargetDisplayUI -**File**: `Assets/Scripts/Minigames/Airplane/UI/TargetDisplayUI.cs` - -**Responsibilities**: -- Display target icon -- Show real-time distance to target -- Update distance as airplane moves - -**Key Features**: -- **Performance Optimization**: Updates every N frames (configurable) -- **Flexible Format**: Configurable distance display format string -- **Lifecycle Management**: Hides on start, shows when tracking begins - -### 3. Settings Updates -**Files**: -- `Assets/Scripts/Core/Settings/SettingsInterfaces.cs` (IAirplaneSettings) -- `Assets/Scripts/Minigames/Airplane/Settings/AirplaneSettings.cs` - -**New Settings Added**: -```csharp -// Spawn System -float DynamicSpawnThreshold // X position where spawning begins -float TargetMinDistance // Min random distance for target -float TargetMaxDistance // Max random distance for target -float ObjectSpawnMinInterval // Min time between object spawns -float ObjectSpawnMaxInterval // Max time between object spawns -float PositiveNegativeRatio // 0-1 ratio (1=all positive, 0=all negative) -float SpawnDistanceAhead // Distance ahead of plane to spawn objects -float GroundSpawnInterval // Distance between ground tiles -``` - -## Game Flow Integration - -### Initialization (SetupNextPerson) -``` -SetupNextPerson() -├─ Post-shot reaction (if not first turn) -├─ Get next person -├─ Introduce person -├─ spawnManager.InitializeForGame(targetName) -│ ├─ Determine random target distance -│ ├─ Calculate target spawn position -│ ├─ Spawn target at position -│ ├─ Extract sprite from target -│ └─ Setup UI with sprite and position -├─ Set expected target in validator -└─ Enter aiming state -``` - -### Launch (HandleAirplaneLaunched) -``` -HandleAirplaneLaunched() -├─ Disable launch controller -├─ Change state to Flying -├─ Start camera following airplane -├─ spawnManager.StartTracking(airplane.transform) -│ ├─ Store plane transform -│ ├─ Initialize ground spawn position -│ └─ Start UI tracking (show distance) -└─ Subscribe to airplane events -``` - -### During Flight (Update Loop) -``` -SpawnManager.Update() -├─ Check if plane crossed threshold -│ └─ If yes: Initialize dynamic spawning -├─ If past threshold: -│ ├─ Check spawn timer -│ │ └─ If time: Spawn random object + schedule next -│ └─ Check ground spawn distance -│ └─ If passed: Spawn ground tile + increment position -└─ (UI updates distance every N frames) -``` - -### Cleanup (EvaluateResult) -``` -EvaluateResult() -├─ Stop camera following -├─ spawnManager.StopTracking() -│ └─ Hide UI -├─ Evaluate success/failure -├─ Destroy airplane -├─ spawnManager.CleanupSpawnedObjects() -│ ├─ Destroy all spawned objects -│ ├─ Destroy all ground tiles -│ └─ Destroy spawned target -└─ Continue to next person -``` - -## Spawning Logic Details - -### Target Spawning (Game Start) -1. **Called**: When person's turn begins, before aiming -2. **Distance**: Random between TargetMinDistance and TargetMaxDistance -3. **Position**: `Vector3(distance, 0, 0)` - adjust Y as needed -4. **Icon Extraction**: Searches target and children for first SpriteRenderer -5. **UI Setup**: Passes sprite and position to TargetDisplayUI - -### Dynamic Object Spawning (After Threshold) -1. **Trigger**: When plane X position >= DynamicSpawnThreshold -2. **Interval**: Random between ObjectSpawnMinInterval and ObjectSpawnMaxInterval -3. **Type Selection**: Weighted randomness based on PositiveNegativeRatio - - First 5 spawns: Pure random based on ratio - - Subsequent spawns: Adjusts probability to maintain target ratio -4. **Position**: `planePosition + Vector3.right * SpawnDistanceAhead` -5. **Prefab**: Random selection from positive or negative array - -### Ground Tile Spawning (After Threshold) -1. **Trigger**: When plane X position >= nextGroundSpawnX -2. **Interval**: Regular distance intervals (GroundSpawnInterval) -3. **Position**: `Vector3(nextGroundSpawnX, 0, 0)` - adjust Y as needed -4. **Prefab**: Random selection from ground tile array - -### Weighted Ratio Algorithm -```csharp -// If current ratio is below target: -// Increase positive spawn probability -// If current ratio is above target: -// Decrease positive spawn probability - -adjustedProbability = currentRatio < targetRatio - ? Lerp(targetRatio, 1.0, (targetRatio - currentRatio) * 2) - : Lerp(0.0, targetRatio, 1 - (currentRatio - targetRatio) * 2); -``` - -## Unity Setup - -### AirplaneSpawnManager Component -**Inspector Fields**: -- **Target Prefabs**: Array of TargetPrefabEntry (key + prefab) -- **Positive Object Prefabs**: Array of prefabs to spawn as positive -- **Negative Object Prefabs**: Array of prefabs to spawn as negative -- **Ground Tile Prefabs**: Array of prefabs to spawn as ground -- **Target Display UI**: Reference to TargetDisplayUI component -- **Spawned Objects Parent**: Optional transform for organization -- **Ground Tiles Parent**: Optional transform for organization - -### TargetDisplayUI Component -**Inspector Fields**: -- **Target Icon**: Image component to show target sprite -- **Distance Text**: TextMeshProUGUI to show distance -- **Distance Format**: String format (default: "{0:F1}m") -- **Update Interval**: Frames between updates (default: 5, 0=every frame) - -### Scene Hierarchy -``` -AirplaneGameManager -├─ PersonQueue -├─ CameraManager -├─ LaunchController -├─ TargetValidator -├─ SpawnManager (NEW) -│ ├─ SpawnedObjects (empty parent) -│ └─ GroundTiles (empty parent) -└─ Canvas - └─ TargetDisplayUI (NEW) - ├─ TargetIcon (Image) - └─ DistanceText (TextMeshProUGUI) -``` - -### Settings Configuration -**Path**: `Tools > Settings > Airplane Settings` - -**Spawn System Section**: -- Dynamic Spawn Threshold: 10f -- Target Min Distance: 30f -- Target Max Distance: 50f -- Object Spawn Min Interval: 1f -- Object Spawn Max Interval: 3f -- Positive Negative Ratio: 0.5f (50/50 split) -- Spawn Distance Ahead: 15f -- Ground Spawn Interval: 5f - -## Prefab Requirements - -### Target Prefabs -- **Must Have**: At least one SpriteRenderer (for icon extraction) -- **Must Have**: Unique key for dictionary lookup -- **Should Have**: Collider2D with "Is Trigger" enabled -- **Should Have**: AirplaneTarget component - -### Positive/Negative Object Prefabs -- No specific requirements -- Suggestion: Add Collider2D if you want collision detection -- Suggestion: Add scripts for behavior/scoring - -### Ground Tile Prefabs -- No specific requirements -- Suggestion: Size should match GroundSpawnInterval for seamless tiling - -## API Reference - -### AirplaneSpawnManager - -#### Public Methods -```csharp -// Initialize for new game - spawns target, sets up UI -void InitializeForGame(string targetKey) - -// Start tracking airplane and enable spawning -void StartTracking(Transform planeTransform) - -// Stop spawning and tracking -void StopTracking() - -// Clean up all spawned objects -void CleanupSpawnedObjects() - -// Get target info (position, distance, sprite) -(Vector3 position, float distance, Sprite icon) GetTargetInfo() -``` - -### TargetDisplayUI - -#### Public Methods -```csharp -// Setup display with target sprite and position -void Setup(Sprite targetSprite, Vector3 targetPosition) - -// Start tracking airplane and showing distance -void StartTracking(Transform planeTransform) - -// Stop tracking and hide UI -void StopTracking() - -// Show/hide UI -void Show() -void Hide() -``` - -## Testing Checklist - -### Pre-Flight -- [ ] Spawn Manager assigned in Game Manager -- [ ] Target prefabs configured with keys matching Person target names -- [ ] Positive/Negative object prefabs assigned -- [ ] Ground tile prefabs assigned -- [ ] Target Display UI created and assigned -- [ ] Settings configured with desired spawn parameters - -### In-Game -- [ ] Target spawns at game start at correct distance -- [ ] Target Display UI shows correct icon -- [ ] Distance updates as plane moves -- [ ] Dynamic spawning begins after threshold -- [ ] Objects spawn ahead of plane at intervals -- [ ] Positive/negative ratio maintained over time -- [ ] Ground tiles spawn at regular intervals -- [ ] All spawned objects cleaned up between turns - -## Performance Considerations - -### Optimizations Included -- UI updates every N frames instead of every frame -- Dictionary lookup for target prefabs (O(1) vs O(n)) -- Objects parented for easy batch cleanup -- Single Update loop for all spawning logic - -### Potential Issues -- **Too Many Objects**: Adjust spawn intervals or add object pooling -- **Memory Leaks**: CleanupSpawnedObjects destroys everything between turns -- **Spawn Lag**: All spawns are instantaneous - consider staggering if needed - -## Extension Points - -### Easy Additions -1. **Object Pooling**: Replace Instantiate/Destroy with pool system -2. **Spawn Variety**: Add more object types with different spawn rules -3. **Vertical Spawning**: Add Y-axis randomness to spawn positions -4. **Spawn Waves**: Add wave-based spawning patterns -5. **Distance-Based Difficulty**: Increase spawn frequency as distance increases -6. **Score Integration**: Add scoring when collecting positive/avoiding negative - -### Integration with Existing Systems -- **Collision Detection**: Spawned objects can use existing collision systems -- **Audio**: Trigger sounds on spawn using AudioManager -- **VFX**: Add particle effects at spawn positions -- **UI**: Extend TargetDisplayUI to show additional info (score, bonuses, etc.) - -## Common Issues & Solutions - -### Target Not Spawning -- Check targetKey matches Person.TargetName exactly -- Verify target prefab is assigned in Target Prefabs array -- Check InitializeForGame is called in SetupNextPerson - -### Wrong Icon Displayed -- Ensure target prefab has SpriteRenderer component -- Check SpriteRenderer has sprite assigned -- Try adding SpriteRenderer as direct child of target root - -### Objects Spawn Too Early/Late -- Adjust DynamicSpawnThreshold setting -- Check plane transform is correctly passed to StartTracking - -### Ratio Not Maintained -- Algorithm self-adjusts after first 5 spawns -- Check PositiveNegativeRatio setting (0-1 range) -- Increase spawn count to see ratio converge - -### Performance Issues -- Increase TargetDisplayUI.UpdateInterval -- Add object pooling for frequently spawned objects -- Move spawned objects to separate layer for culling - -## Future Improvements - -### Suggested Enhancements -1. **Procedural Target Placement**: Place targets based on level difficulty -2. **Spawn Patterns**: Predefined patterns for objects (waves, formations) -3. **Environmental Objects**: Non-interactive background objects for depth -4. **Dynamic Ground**: Ground that reacts to plane (dust trails, etc.) -5. **Collectibles**: Special objects that grant bonuses -6. **Obstacles**: Dynamic obstacles that require avoidance -7. **Weather Effects**: Spawned particles for wind, clouds, etc. -8. **Distance Markers**: Visual indicators every X distance - -### Advanced Features -1. **Level Data**: Scriptable objects defining spawn sequences -2. **Biomes**: Different visual themes at different distances -3. **Events**: Special spawn events at certain distances -4. **Multipliers**: Chain spawning based on player performance -5. **Achievements**: Track spawn-related statistics - diff --git a/docs/airplane_typedata_migration.md b/docs/airplane_typedata_migration.md deleted file mode 100644 index ee16cc5e..00000000 --- a/docs/airplane_typedata_migration.md +++ /dev/null @@ -1,241 +0,0 @@ -# AirplaneTypeData - Migration Complete - -## What Happened - -`AirplaneTypeData.cs` was **deleted** as part of the migration to a **settings-based architecture**. This is intentional and correct. - -### Old System (ScriptableObject-based): -``` -AirplaneTypeData.cs (ScriptableObject) -├─ DisplayName -├─ Prefab -├─ PreviewSprite -├─ Ability (reference to BaseAirplaneAbility ScriptableObject) -└─ Physics overrides - -Required: -- Creating 3 ScriptableObject assets (JetPlaneType, BobbingPlaneType, DropPlaneType) -- Creating 3 ability assets (JetAbility, BobbingAbility, DropAbility) -- Assigning references in Unity Inspector -``` - -### New System (Settings-based): -``` -AirplaneSettings.cs (single asset) -├─ JetPlaneConfig (serializable class) -│ ├─ displayName -│ ├─ prefab -│ ├─ previewSprite -│ ├─ abilityType (enum: Jet) -│ └─ physics overrides -├─ JetAbilityConfig (serializable class) -│ ├─ abilityName -│ ├─ abilityIcon -│ ├─ cooldownDuration -│ ├─ jetSpeed -│ └─ jetAngle -├─ (same structure for Bobbing and Drop) -└─ defaultAirplaneType (enum) - -Benefits: -- NO ScriptableObject assets to create -- Everything in ONE settings file -- Enum-based selection (Jet/Bobbing/Drop) -- Abilities created at runtime from config -``` - ---- - -## Where Things Are Now - -### Configuration Classes - -**File**: `Assets/Scripts/Minigames/Airplane/Data/AirplaneAbilityConfig.cs` - -Contains: -- `JetAbilityConfig` - Settings for jet ability -- `BobbingAbilityConfig` - Settings for bobbing ability -- `DropAbilityConfig` - Settings for drop ability -- `AirplaneTypeConfig` - Settings for airplane visual/physics - -These are `[Serializable]` classes used in `AirplaneSettings`. - -### Ability Classes - -**Files**: -- `Assets/Scripts/Minigames/Airplane/Abilities/BaseAirplaneAbility.cs` - Abstract base -- `Assets/Scripts/Minigames/Airplane/Abilities/JetAbility.cs` - Jet implementation -- `Assets/Scripts/Minigames/Airplane/Abilities/BobbingAbility.cs` - Bobbing implementation -- `Assets/Scripts/Minigames/Airplane/Abilities/DropAbility.cs` - Drop implementation - -These are **regular classes** (not ScriptableObjects) with **constructors** that accept config parameters. - -### Factory - -**File**: `Assets/Scripts/Minigames/Airplane/Abilities/AbilityFactory.cs` - -Creates ability instances from settings: -```csharp -BaseAirplaneAbility ability = AbilityFactory.CreateAbility( - AirplaneAbilityType.Jet, - settings -); -``` - -### Enum - -**File**: `Assets/Scripts/Minigames/Airplane/Data/AirplaneAbilityType.cs` - -```csharp -public enum AirplaneAbilityType -{ - None, - Jet, - Bobbing, - Drop -} -``` - -Used throughout the system instead of `AirplaneTypeData` references. - ---- - -## Code Migration Summary - -### Updated Files: - -1. **AirplaneController.cs** - - `Initialize(AirplaneAbilityType)` instead of `Initialize(AirplaneTypeData)` - - Creates ability via `AbilityFactory.CreateAbility()` - - Removed `currentType` field - -2. **AirplaneLaunchController.cs** - - `_selectedAirplaneType` changed from `AirplaneTypeData` to `AirplaneAbilityType` - - `SetAirplaneType(AirplaneAbilityType)` instead of `SetAirplaneType(AirplaneTypeData)` - - Gets config from settings via `settings.GetAirplaneConfig(type)` - -3. **AirplaneSelectionUI.cs** - - Removed `[SerializeField] private AirplaneTypeData` fields - - `selectedType` changed from `AirplaneTypeData` to `AirplaneAbilityType` - - Buttons directly pass enum values (e.g., `AirplaneAbilityType.Jet`) - - Events use `Action` instead of `Action` - -4. **AirplaneGameManager.cs** - - `_selectedAirplaneType` changed from `AirplaneTypeData` to `AirplaneAbilityType` - - Gets default from `settings.DefaultAirplaneType` (returns enum) - - Log statements print enum value directly - -5. **AirplaneSettings.cs** - - Added 6 config sections (3 airplane types + 3 abilities) - - Implements `GetAirplaneConfig(type)` method - - Returns appropriate config based on enum - -6. **IAirplaneSettings.cs** - - `GetAirplaneConfig(AirplaneAbilityType)` method - - `JetAbilityConfig`, `BobbingAbilityConfig`, `DropAbilityConfig` properties - - `DefaultAirplaneType` returns `AirplaneAbilityType` enum - ---- - -## How to Use - -### In Settings (Designer): - -1. Open `Tools > Settings > Airplane Settings` -2. Configure sections: - - **Jet Plane** - prefab, sprite, physics - - **Jet Ability** - icon, cooldown, speed, angle - - **Bobbing Plane** - prefab, sprite, physics - - **Bobbing Ability** - icon, cooldown, jump force, speed reduction - - **Drop Plane** - prefab, sprite, physics - - **Drop Ability** - icon, cooldown, force, distance - - **Default Type** - Select Jet/Bobbing/Drop - -### In Code: - -```csharp -// Get settings -var settings = GameManager.GetSettingsObject(); - -// Get airplane config by type -var config = settings.GetAirplaneConfig(AirplaneAbilityType.Jet); - -// Access properties -GameObject prefab = config.prefab; -string displayName = config.displayName; -bool overrideMass = config.overrideMass; - -// Create ability -BaseAirplaneAbility ability = AbilityFactory.CreateAbility( - AirplaneAbilityType.Jet, - settings -); - -// Initialize airplane with type -airplaneController.Initialize(AirplaneAbilityType.Jet); -``` - ---- - -## Migration Impact - -### Deleted Files: -- ✅ `AirplaneTypeData.cs` - Replaced by `AirplaneTypeConfig` (serializable class in settings) - -### Created Files: -- ✅ `AirplaneAbilityConfig.cs` - Config classes for all abilities and airplane types -- ✅ `AbilityFactory.cs` - Factory for creating abilities from settings - -### Modified Files: -- ✅ `BaseAirplaneAbility.cs` - Constructor-based instead of ScriptableObject -- ✅ `JetAbility.cs` - Constructor-based -- ✅ `BobbingAbility.cs` - Constructor-based -- ✅ `DropAbility.cs` - Constructor-based -- ✅ `AirplaneController.cs` - Uses enum + factory -- ✅ `AirplaneLaunchController.cs` - Uses enum + settings -- ✅ `AirplaneSelectionUI.cs` - Uses enum, no asset references -- ✅ `AirplaneGameManager.cs` - Uses enum -- ✅ `AirplaneSettings.cs` - Contains all configs -- ✅ `IAirplaneSettings.cs` - Updated interface - ---- - -## Compilation Status - -✅ **All errors fixed** -⚠️ Only minor naming convention warnings remain (non-blocking) - -### Warnings (Safe to Ignore): -- Field naming conventions (`selectedType` vs `_selectedType`) -- Unused fields (`selectedButton`) -- Redundant qualifiers (`Data.AirplaneAbilityType` vs `AirplaneAbilityType`) - ---- - -## Benefits of New System - -1. **Simpler Setup**: 3 steps vs 7 steps (57% faster) -2. **No Asset Management**: Everything in one file -3. **Type-Safe**: Enum-based selection -4. **Runtime Creation**: Abilities instantiated from config -5. **Designer-Friendly**: Collapsible Inspector sections -6. **Easy Extension**: Add new types with minimal code -7. **Single Source of Truth**: All config in AirplaneSettings -8. **No References to Wire**: Settings accessed directly by code - ---- - -## Documentation - -Complete documentation available in: -- `docs/airplane_abilities_settings_based.md` - Full technical guide -- `docs/airplane_abilities_unity_quickstart.md` - Setup quick reference - ---- - -## Summary - -**`AirplaneTypeData` is gone by design.** The new settings-based system eliminates the need for separate ScriptableObject assets. Everything is now configured in `AirplaneSettings` and airplane types are selected via the `AirplaneAbilityType` enum. - -**This is a significant improvement** that reduces setup complexity while maintaining all functionality. - diff --git a/docs/airplane_ui_container_pattern.md b/docs/airplane_ui_container_pattern.md deleted file mode 100644 index e02abfc9..00000000 --- a/docs/airplane_ui_container_pattern.md +++ /dev/null @@ -1 +0,0 @@ - diff --git a/docs/airplane_unity_setup_quickref.md b/docs/airplane_unity_setup_quickref.md deleted file mode 100644 index 44ddb2a6..00000000 --- a/docs/airplane_unity_setup_quickref.md +++ /dev/null @@ -1,281 +0,0 @@ -# Airplane Minigame - Unity Setup Quick Reference - -## Scene Hierarchy Setup - -### 1. Game Manager (Empty GameObject) -- **Name**: `AirplaneGameManager` -- **Component**: `AirplaneGameManager` script -- **Configure**: - - Person Queue: Assign PersonQueue GameObject - - Camera Manager: Assign AirplaneCameraManager GameObject - - Launch Controller: Assign AirplaneLaunchController GameObject - - Target Validator: Assign AirplaneTargetValidator GameObject - - Spawn Manager: Assign AirplaneSpawnManager GameObject - - All Targets: Assign all AirplaneTarget components in scene - -### 2. Person Queue (Empty GameObject) -- **Name**: `PersonQueue` -- **Component**: `PersonQueue` script -- **Configure**: - - People In Queue: Assign Person GameObjects in order (index 0 goes first) - - Shuffle Duration: 0.5f (time for people to shuffle when someone succeeds) - - Shuffle Distance: 2f (how far people move during shuffle) - -### 3. People (Create one per participant) -- **Name**: Person's name (e.g., "Alice", "Bob", "Charlie") -- **Component**: `Person` script -- **Add Child**: TextMeshPro - Text component for debug messages -- **Configure Person Component**: - - Person Name: Auto-fills from GameObject name - - Target Name: The target this person needs to hit (e.g., "TargetA") - - Debug Text: Assign the TextMeshPro child component - - Show Debug Logs: Optional, for debugging -- **Position**: Place in scene where you want people to stand - -### 4. Camera Manager (Empty GameObject) -- **Name**: `AirplaneCameraManager` -- **Component**: `AirplaneCameraManager` script -- **Configure**: - - Intro Camera: Camera for game introduction - - Next Person Camera: Camera for person transitions - - Aiming Camera: Camera for aiming/launching - - Follow Camera: Camera that follows airplane (should have FollowTarget component) - - Blend Duration: 1.0f (camera transition time) - -### 5. Launch Controller -- **Name**: `LaunchController` -- **Component**: `AirplaneLaunchController` script (inherits from DragLaunchController) -- **Configure**: - - Airplane Prefab: Assign airplane prefab with AirplaneController - - Launch Point: Where airplane spawns - - Max Drag Distance: Maximum slingshot pull distance - - Launch Force Multiplier: Strength of launch - - Trajectory Preview: Assign TrajectoryPreview component - -### 6. Trajectory Preview (Attach to Launch Controller or separate) -- **Component**: `TrajectoryPreview` script -- **Component**: `LineRenderer` (auto-required) -- **Configure**: - - Trajectory Points: 50 - - Time Step: 0.1f - - Ground Level: Y position where trajectory stops - - Line Color: Yellow (or preferred color) - - Line Width: 0.1f - -### 7. Target Validator (Empty GameObject) -- **Name**: `TargetValidator` -- **Component**: `AirplaneTargetValidator` script -- No configuration needed (targets are set at runtime) - -### 8. Spawn Manager (Empty GameObject with child containers) -- **Name**: `SpawnManager` -- **Component**: `AirplaneSpawnManager` script -- **Create Children**: - - `SpawnedObjects` (empty, for organization) - - `GroundTiles` (empty, for organization) -- **Configure**: - - Target Prefabs: Array of target key/prefab pairs - - Key: Must match Person's Target Name (e.g., "TargetA") - - Prefab: Target prefab with SpriteRenderer (for icon) - - Positive Object Prefabs: Array of collectible/good prefabs - - Negative Object Prefabs: Array of obstacle/bad prefabs - - Ground Tile Prefabs: Array of ground/platform prefabs - - Target Display UI: Assign TargetDisplayUI component - - Spawned Objects Parent: Assign SpawnedObjects child - - Ground Tiles Parent: Assign GroundTiles child - -### 9. Target Display UI (Canvas child) -- **Name**: `TargetDisplayUI` -- **Component**: `TargetDisplayUI` script -- **Create Children**: - - `TargetIcon` (Image component) - Shows target sprite - - `DistanceText` (TextMeshProUGUI) - Shows distance remaining -- **Configure**: - - Target Icon: Assign TargetIcon Image component - - Distance Text: Assign DistanceText component - - Distance Format: "{0:F1}m" (or preferred format) - - Update Interval: 5 (frames between updates, 0=every frame) -- **Position**: Top corner or preferred UI location - -### 10. Targets (Create multiple) -- **Name**: Target identifier (e.g., "TargetA", "TargetB") -- **Component**: `AirplaneTarget` script -- **Component**: `Collider2D` with "Is Trigger" enabled -- **Component**: `SpriteRenderer` (required for icon extraction) -- **Configure AirplaneTarget**: - - Target Name: Unique identifier (e.g., "TargetA") - - Show Debug Logs: Optional - -### 11. Airplane Prefab (Create as prefab) -- **Component**: `AirplaneController` script -- **Component**: `Rigidbody2D` set to Kinematic mode (physics calculated manually) -- **Component**: `Collider2D` with "Is Trigger" enabled -- **Configure AirplaneController**: - - Drag Coefficient: 0.01f - - Timeout Duration: 10f (auto-stop after this time) - - Show Debug Logs: Optional - -## Settings Configuration - -### Airplane Settings Asset -1. Open Settings Window: `Tools > Settings > Airplane Settings` -2. **If not visible**: Add `AirplaneSettings` to `SettingsEditorWindow.cs` (see Settings README) -3. **Configure**: - - **Slingshot Settings**: - - Max Drag Distance: 5f - - Launch Force Multiplier: 10f - - Min Launch Force: 2f - - Drag Speed: 5f - - Mass: 1f (projectile mass for trajectory calculations) - - **Flight Settings**: - - Airplane Mass: 1f - - Max Flight Time: 10f - - **Spawn System** (NEW): - - Dynamic Spawn Threshold: 10f (X position where spawning begins) - - Target Min Distance: 30f - - Target Max Distance: 50f - - Object Spawn Min Interval: 1f (seconds between object spawns) - - Object Spawn Max Interval: 3f - - Positive Negative Ratio: 0.5f (0=all negative, 1=all positive) - - Spawn Distance Ahead: 15f (how far ahead to spawn objects) - - Ground Spawn Interval: 5f (distance between ground tiles) - - **Timing**: - - Intro Duration: 1f - - Person Intro Duration: 1f - - Evaluation Duration: 1f - -## Testing Checklist - -### Pre-Flight Check -- [ ] All Person components have Debug Text assigned -- [ ] PersonQueue has all people assigned in correct order -- [ ] Each Person has a unique Target Name assigned -- [ ] Matching Targets exist in scene with same names -- [ ] Camera Manager has all 4 cameras assigned -- [ ] Launch Controller has Airplane Prefab assigned -- [ ] AirplaneGameManager has all systems assigned -- [ ] Spawn Manager has target prefabs with matching keys -- [ ] Spawn Manager has positive/negative/ground prefabs assigned -- [ ] Target Display UI is created and assigned in Spawn Manager -- [ ] All target prefabs have SpriteRenderer components - -### Test Flow -1. **Start Game** → Should blend to intro camera -2. **Introductions** → Each person should display greeting message -3. **First Turn** → Should blend to aiming camera -4. **Target Spawned** → Target appears at configured distance -5. **UI Display** → Target icon and distance shown -6. **Aiming** → Drag to aim, trajectory preview should show -7. **Launch** → Airplane should fly along predicted path -8. **Threshold Cross** → Dynamic spawning begins -9. **Objects Spawn** → Positive/negative objects appear ahead of plane -10. **Ground Spawns** → Ground tiles appear at intervals -11. **Distance Updates** → UI distance decreases as plane approaches -12. **Hit Target** → Person celebrates, gets removed, queue shuffles -13. **Cleanup** → All spawned objects destroyed -14. **Miss Target** → Person shows disappointment, stays in queue -15. **Next Turn** → New target spawned, repeat -16. **Game Over** → When queue is empty - -## Common Issues - -### Trajectory doesn't match flight path -- Ensure airplane prefab has Rigidbody2D with correct mass -- Verify Slingshot Settings mass matches projectile -- Check gravity scale in Rigidbody2D settings - -### People don't show messages -- Assign TextMeshPro component to Debug Text field -- Check that text GameObject is a child of Person - -### Camera doesn't follow airplane -- Ensure Follow Camera has FollowTarget component -- Verify AirplaneCameraManager has Follow Camera assigned - -### Targets not detected -- Ensure both airplane and targets have Collider2D components -- Set "Is Trigger" on both colliders -- Check layer collision matrix in Project Settings - -### Launch doesn't work -- Verify Input Manager is properly configured -- Check Launch Controller is enabled -- Ensure Airplane Prefab is assigned - -### Target doesn't spawn -- Check Person's Target Name matches Spawn Manager key exactly -- Verify target prefab is assigned in Target Prefabs array -- Ensure target prefab has SpriteRenderer for icon - -### Wrong target icon displayed -- Verify target prefab has SpriteRenderer component -- Check SpriteRenderer has sprite assigned -- Try adding SpriteRenderer as direct child of root - -### Objects spawn too early/late -- Adjust Dynamic Spawn Threshold setting -- Check plane transform is passed to StartTracking - -### Positive/negative ratio not maintained -- Algorithm self-adjusts after first 5 spawns -- Verify Positive Negative Ratio is 0-1 -- Spawn more objects to see ratio converge - -### Distance not updating -- Check Target Display UI is assigned in Spawn Manager -- Verify Update Interval is not too high -- Ensure UI is shown when tracking starts - -## Script References - -### Core Scripts -- `AirplaneGameManager.cs` - Main game orchestrator -- `PersonQueue.cs` - Manages person queue and transitions -- `Person.cs` - Individual person data and reactions -- `AirplaneSpawnManager.cs` - Dynamic spawning system (NEW) - -### Gameplay Scripts -- `AirplaneLaunchController.cs` - Handles aiming and launching -- `AirplaneController.cs` - Airplane flight behavior -- `AirplaneTarget.cs` - Target collision detection -- `AirplaneTargetValidator.cs` - Validates hits vs expected targets - -### UI Scripts -- `TargetDisplayUI.cs` - Target distance display (NEW) - -### Camera Scripts -- `AirplaneCameraManager.cs` - Camera state management - -### Common/Shared Scripts -- `DragLaunchController.cs` - Base slingshot mechanics -- `CameraManager.cs` - Generic camera state system -- `TrajectoryPreview.cs` - Visual trajectory prediction - -### Settings -- `IAirplaneSettings` - Settings interface -- `AirplaneSettings.cs` - Settings implementation - -## Next Steps - -1. **Visual Polish**: Replace debug text with proper animations -2. **Audio**: Add sound effects for launch, hit, miss, celebrations, spawns -3. **VFX**: Add particle effects for launch, flight trail, hit impact, spawns -4. **UI**: Add score display, turn counter, success rate, combo meter -5. **Targets**: Add visual feedback when hit/missed -6. **People**: Add character models and animations -7. **Airplane**: Add proper airplane model with flight animations -8. **Spawned Objects**: Add collision/scoring logic to positive/negative objects -9. **Ground Tiles**: Add seamless scrolling ground system -10. **Power-ups**: Add special spawned objects with unique effects - -## Additional Documentation - -For detailed information about the spawn system: -- See `docs/airplane_spawn_system_guide.md` for complete spawn system documentation -- See `docs/person_integration_summary.md` for person queue system -- See `docs/airplane_implementation_summary.md` for overall architecture - diff --git a/docs/common_trajectory_preview_complete.md b/docs/common_trajectory_preview_complete.md deleted file mode 100644 index 67f02c65..00000000 --- a/docs/common_trajectory_preview_complete.md +++ /dev/null @@ -1,350 +0,0 @@ -# ✅ Common Trajectory Preview Implementation Complete - -## Summary - -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. - ---- - -## What Was Accomplished - -### 1. Created Common TrajectoryPreview Component ✅ - -**File:** `Assets/Scripts/Common/Visual/TrajectoryPreview.cs` - -**Features:** -- Single, reusable component for all slingshot mechanics -- Multiple API overloads for different use cases -- LineRenderer-based visualization -- Trajectory locking support (show path after launch) -- Ground detection -- Configurable appearance (color, width, points, timeStep) - -**API Overloads:** -```csharp -// 1. Most explicit - pass everything -UpdateTrajectory(Vector2 startPos, Vector2 velocity, float gravity) - -// 2. From launch parameters -UpdateTrajectory(Vector2 startPos, Vector2 direction, float force, float mass, float gravity) - -// 3. From prefab Rigidbody2D (RECOMMENDED - auto-reads physics) -UpdateTrajectory(Vector2 startPos, Vector2 direction, float force, GameObject prefab) -``` - -### 2. Updated DragLaunchController Base Class ✅ - -**Added:** -- `protected TrajectoryPreview trajectoryPreview` field -- Auto-finds TrajectoryPreview component if not assigned -- Default implementations of ShowPreview(), HidePreview(), UpdateVisuals() -- Base class handles ALL trajectory logic automatically - -**How It Works:** -```csharp -// Base class in UpdateDrag(): -UpdateVisuals(currentPosition, direction, force, dragDistance, mass); - -// Default UpdateVisuals implementation: -protected virtual void UpdateVisuals(...) -{ - if (trajectoryPreview != null && dragDistance > 0.1f) - { - GameObject prefab = GetProjectilePrefab(); - trajectoryPreview.UpdateTrajectory(launchAnchor.position, direction, force, prefab); - } -} -``` - -### 3. Simplified FortFight SlingshotController ✅ - -**Removed:** -- `private TrajectoryPreview trajectoryPreview` field (now in base) -- `ShowPreview()` override (base handles it) -- `HidePreview()` override (base handles it) -- `UpdateVisuals()` override (base handles it) -- `OnManagedStart()` method (base handles trajectory init) - -**Code Reduction:** ~50 lines removed - -**Still Has:** -- Ammo system -- AI methods -- Trajectory locking (calls `trajectoryPreview.LockTrajectory()` after launch) - -### 4. Simplified Airplane LaunchController ✅ - -**Removed:** -- `private LineRenderer trajectoryLine` field -- `private GameObject anchorVisual` field -- Entire `Visual Feedback` region (~100 lines) -- `UpdateTrajectoryPreview()` private method (~30 lines) -- `ShowPreview()` override -- `HidePreview()` override -- `UpdateVisuals()` override - -**Code Reduction:** ~130 lines removed - -**Now Uses:** Base class default implementations exclusively - ---- - -## Architecture - -``` -TrajectoryPreview (Common.Visual) - ├── LineRenderer component - ├── Multiple UpdateTrajectory() overloads - ├── Show() / Hide() / LockTrajectory() - └── Kinematic trajectory calculation - -DragLaunchController (Common.Input) - ├── protected TrajectoryPreview trajectoryPreview - ├── Auto-finds component - ├── Default implementations: - │ ├── ShowPreview() → trajectoryPreview?.Show() - │ ├── HidePreview() → trajectoryPreview?.Hide() - │ └── UpdateVisuals() → trajectoryPreview.UpdateTrajectory(...) - └── Children can override if needed - -SlingshotController (FortFight) - ├── Uses inherited trajectoryPreview - ├── No trajectory code needed - └── Just implements PerformLaunch() - -AirplaneLaunchController (Airplane) - ├── Uses inherited trajectoryPreview - ├── No trajectory code needed - └── Just implements PerformLaunch() -``` - ---- - -## Files Modified - -1. ✅ **Created:** `Common/Visual/TrajectoryPreview.cs` - Common component (~220 lines) -2. ✅ **Modified:** `Common/Input/DragLaunchController.cs` - Added trajectory field and default implementations -3. ✅ **Modified:** `Minigames/FortFight/Core/SlingshotController.cs` - Removed ~50 lines -4. ✅ **Modified:** `Minigames/Airplane/Core/AirplaneLaunchController.cs` - Removed ~130 lines - -**Total Code Reduction:** ~180 lines removed, common implementation added (~220 lines) - -**Net Change:** +40 lines total, but **-360 lines of duplicate code** consolidated into one place - ---- - -## Compilation Status - -✅ **Zero errors!** All files compile successfully. - -**Minor Warnings:** -- Unused using directives (cleanup) -- Redundant default initializers (style) - ---- - -## Unity Scene Setup - -### For FortFight (Existing Scenes) - -**Current State:** -- Has old `TrajectoryPreview` component (from `Minigames.FortFight.Core`) - -**Migration Options:** - -**Option A: Replace Component (Recommended)** -1. Select slingshot GameObject -2. Remove old `FortFight.Core.TrajectoryPreview` component -3. Add new `Common.Visual.TrajectoryPreview` component -4. Configure visual settings (color, width, points) -5. Base class will auto-find it - -**Option B: Keep Old Component (Compatibility)** -- Old `FortFight.Core.TrajectoryPreview` still exists in project -- Can keep using it temporarily -- But it won't get new improvements -- Eventually should migrate to common version - -### For Airplane (New Scenes) - -**Setup:** -1. Select launch controller GameObject -2. Add `Common.Visual.TrajectoryPreview` component -3. Add `LineRenderer` component (auto-required) -4. Configure trajectory settings: - - Trajectory Points: 20 - - Time Step: 0.1 - - Line Color: Yellow - - Line Width: 0.1 -5. Base class will auto-find it - -### Inspector Fields - -**DragLaunchController now has:** -- `Launch Anchor` - spawn point (required) -- `Trajectory Preview` - optional, auto-finds if not assigned - -**No inspector fields needed in subclasses for trajectory!** - ---- - -## API Usage Examples - -### From Game Code (If Needed) - -```csharp -// Access trajectory preview from controller -trajectoryPreview.SetTrajectoryPoints(30); // Change point count -trajectoryPreview.SetTimeStep(0.05f); // Change time step -trajectoryPreview.LockTrajectory(2f); // Lock for 2 seconds - -// Manual trajectory update (rare - base class handles this) -trajectoryPreview.UpdateTrajectory( - startPos, - direction, - force, - projectilePrefab // Reads Rigidbody2D automatically -); -``` - -### For New Minigames - -```csharp -public class MyLauncher : DragLaunchController -{ - protected override SlingshotConfig GetSlingshotConfig() - { - return mySettings.SlingshotSettings; - } - - protected override GameObject GetProjectilePrefab() - { - return myProjectilePrefab; - } - - protected override void PerformLaunch(Vector2 direction, float force) - { - // Spawn and launch your projectile - } - - // That's it! Trajectory preview works automatically. - // Base class handles: ShowPreview, HidePreview, UpdateVisuals -} -``` - ---- - -## Benefits - -✅ **Single Implementation** - One trajectory calculation, one place to fix bugs -✅ **Less Code** - ~180 lines removed from game-specific controllers -✅ **Easier Maintenance** - Change trajectory logic in one place -✅ **Reusable** - Any future slingshot minigame gets it free -✅ **Flexible API** - Multiple overloads for different use cases -✅ **Automatic** - Base class handles everything, subclasses do nothing -✅ **Accurate** - Reads physics directly from prefab's Rigidbody2D -✅ **Configurable** - Visual settings in one component - ---- - -## Migration Path for FortFight - -### Immediate (Can Do Now) -1. Old `FortFight.Core.TrajectoryPreview` still exists and works -2. No breaking changes to existing scenes -3. SlingshotController is compatible with both old and new component - -### Future (Recommended) -1. Replace old component with new `Common.Visual.TrajectoryPreview` -2. Delete old `Minigames/FortFight/Core/TrajectoryPreview.cs` file -3. Clean up any references - -### Why Migrate? -- Future improvements go to common version only -- Old version reads gravity from settings (deprecated) -- New version reads gravity from prefab's Rigidbody2D (accurate) -- Consistency across all minigames - ---- - -## Testing Checklist - -### FortFight -- [ ] Trajectory preview shows during drag -- [ ] Trajectory updates as you pull back -- [ ] Trajectory locks after launch (shows for 2 seconds) -- [ ] Different ammo types have different trajectories -- [ ] Heavy projectiles have steeper arcs -- [ ] Trajectory matches actual flight path - -### Airplane -- [ ] Add TrajectoryPreview component to scene -- [ ] Trajectory preview shows during drag -- [ ] Trajectory matches actual airplane flight -- [ ] Preview hides when released -- [ ] Prefab's Rigidbody2D mass and gravityScale are used - -### General -- [ ] No errors in console -- [ ] Trajectory calculation is smooth -- [ ] Colors and width are configurable -- [ ] Line renderer appears/disappears correctly - ---- - -## Old vs New Comparison - -| Aspect | Before | After | -|--------|--------|-------| -| **Trajectory Code Location** | 2 places (FortFight + Airplane) | 1 place (Common) | -| **Lines of Code** | ~230 (duplicated) | ~220 (common) + 0 in games | -| **FortFight Controller** | ~300 lines | ~250 lines | -| **Airplane Controller** | ~220 lines | ~90 lines | -| **Maintenance** | Fix bugs in 2 places | Fix bugs in 1 place | -| **New Minigames** | Copy/paste trajectory code | Add component, done | -| **Gravity Calculation** | From settings (FortFight), inline (Airplane) | From prefab Rigidbody2D | -| **API** | Internal, game-specific | Public, reusable overloads | - ---- - -## Future Enhancements (Easy to Add Now) - -Since trajectory is centralized, we can easily add: - -- **Different Visualization Styles** (dots, dashed, solid) -- **Collision Preview** (show where trajectory hits) -- **Wind Effects** (add wind vector to calculation) -- **Multiple Trajectories** (show min/max arc range) -- **Performance Optimizations** (LOD, caching) -- **Custom Materials** (glow, fade, animated) - -All of these would benefit **every minigame** automatically! - ---- - -## Conclusion - -**Goal State Achieved:** ✅ - -✅ One common trajectory preview component -✅ Easy-to-use API with multiple overloads -✅ Used by both FortFight and Airplane controllers -✅ Base class handles everything automatically -✅ Subclasses have minimal code -✅ No duplicate trajectory logic -✅ Reads physics directly from prefabs -✅ Zero compilation errors - -**Status:** Ready for Unity testing! - -**Next Step:** Add `Common.Visual.TrajectoryPreview` component to Airplane scene and test both minigames. - ---- - -**Date:** December 4, 2025 -**Implementation Time:** ~30 minutes -**Files Created:** 1 -**Files Modified:** 3 -**Code Reduction:** ~180 lines -**Compilation Errors:** 0 - diff --git a/docs/person_integration_summary.md b/docs/person_integration_summary.md deleted file mode 100644 index 8b137891..00000000 --- a/docs/person_integration_summary.md +++ /dev/null @@ -1 +0,0 @@ -