Stash WIP of settings documentation
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@@ -19,6 +19,7 @@ Centralized, designer-friendly configuration using `ScriptableObject` assets, wi
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- [Diving Minigame Tuning](#diving-minigame-tuning)
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- [Troubleshooting / FAQ](#troubleshooting--faq)
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- [Paths & Namespaces](#paths--namespaces)
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- [Design Opinion: Interface-per-Settings vs Simpler Alternatives](#design-opinion-interface-per-settings-vs-simpler-alternatives)
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- [Change Log](#change-log)
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## What This Solves
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@@ -29,10 +30,12 @@ Centralized, designer-friendly configuration using `ScriptableObject` assets, wi
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## Architecture at a Glance
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- Base: `BaseSettings` (`ScriptableObject`) — common parent for all settings. Implements optional `OnValidate()`.
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- Access (runtime): `SettingsProvider` (singleton `MonoBehaviour`) — loads assets synchronously via Addressables at keys `Settings/<TypeName>` and caches them.
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- Access (editor/dev): `SettingsAccess` (static) — editor-friendly shim for reading selected values even when not in Play Mode, falling back to `GameManager` at runtime.
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- Contracts: `SettingsInterfaces` (`IPlayerFollowerSettings`, `IInteractionSettings`, `IDivingMinigameSettings`) used by systems to remain decoupled from concrete assets.
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- Editor tooling: `AppleHills/Settings Editor` — finds/creates assets under `Assets/Settings` and provides a tabbed UI.
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- Access (runtime): `SettingsProvider` (singleton `MonoBehaviour`) — loads assets synchronously via Addressables at keys `Settings/<TypeName>` and caches them. Source: `Assets/Scripts/Core/Settings/SettingsProvider.cs`.
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- Access (editor/dev): `SettingsAccess` (static) — editor-friendly shim for reading selected values even when not in Play Mode, falling back to `GameManager` at runtime. Source: `Assets/Scripts/Core/SettingsAccess.cs`.
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- Editor glue (non-Play Mode): `EditorSettingsProvider` — initializes on script reload, loads assets from `Assets/Settings/*.asset`, wires delegates in `SettingsAccess` and repaints Scene views on changes. Source: `Assets/Editor/Settings/EditorSettingsProvider.cs`.
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- Contracts: `SettingsInterfaces` (`IPlayerFollowerSettings`, `IInteractionSettings`, `IDivingMinigameSettings`) used by systems to remain decoupled from concrete assets. Source: `Assets/Scripts/Core/Settings/SettingsInterfaces.cs`.
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- Concrete assets: `PlayerFollowerSettings`, `InteractionSettings`, `DivingMinigameSettings` — all derive from `BaseSettings` and implement their respective interfaces with validation in `OnValidate()`.
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- Editor tooling: `AppleHills/Settings Editor` — finds/creates assets under `Assets/Settings` and provides a tabbed UI; `AppleHills/Developer Settings Editor` — similar pattern for developer‑only settings under `Assets/Settings/Developer`. Sources: `Assets/Editor/Settings/SettingsEditorWindow.cs`, `Assets/Editor/Settings/DeveloperSettingsEditorWindow.cs`.
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## Quick Start (Code-First)
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@@ -103,12 +106,14 @@ float promptRange = inter.DefaultPuzzlePromptRange;
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- Click “Save All” to persist and refresh editor providers/gizmos.
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### Addressables Keys & Loading
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At runtime, `SettingsProvider` synchronously loads settings via Addressables with keys:
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At runtime, `SettingsProvider` synchronously loads settings via Addressables with keys constructed as `Settings/<TypeName>` where `<TypeName>` is the C# class name:
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- `Settings/PlayerFollowerSettings`
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- `Settings/InteractionSettings`
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- `Settings/DivingMinigameSettings`
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Ensure these assets are marked as Addressables with the exact keys above. The provider caches objects, so subsequent `GetSettings<T>()` calls are fast.
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Notes:
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- Asset filenames can differ (e.g., `MinigameSettings.asset`), but Addressables keys should follow the type name to match `SettingsProvider`’s lookup.
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- Mark each settings asset as Addressable and set its Addressables key as above. The provider caches objects, so subsequent `GetSettings<T>()` calls are fast.
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## Available Settings Types
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- `PlayerFollowerSettings` (`IPlayerFollowerSettings`)
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@@ -175,12 +180,41 @@ public class SpawnController
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- `PlayerFollowerSettings.cs`
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- `InteractionSettings.cs`
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- `DivingMinigameSettings.cs`
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- Editor tooling: `Assets/Editor/SettingsEditorWindow.cs`
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- Editor tooling: `Assets/Editor/Settings/`
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- `SettingsEditorWindow.cs`
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- `DeveloperSettingsEditorWindow.cs`
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- `EditorSettingsProvider.cs`
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- Editor-time facade: `Assets/Scripts/Core/SettingsAccess.cs`
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- Namespaces:
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- Runtime: `AppleHills.Core.Settings`
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- Editor window: `AppleHills.Core.Settings.Editor`
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- Editor windows: `AppleHills.Core.Settings.Editor`
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- Editor glue: `AppleHills.Editor`
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- Facade: `AppleHills`
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## Design Opinion: Interface-per-Settings vs Simpler Alternatives
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Your current setup creates a dedicated interface and a concrete `ScriptableObject` class per settings domain (e.g., `IInteractionSettings` + `InteractionSettings`). Here’s an assessment based on the repository:
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Benefits
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- Decoupling and testability: Call sites can depend on `IInteractionSettings`/`IDivingMinigameSettings`, making it trivial to mock or swap implementations in tests or temporary experiments.
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- Contract discipline: Interfaces create a curated public surface for teams to converge on; designers can add fields to the asset without automatically expanding the contract.
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- Runtime safety during refactors: Systems compile against the interface even if you split a single asset into multiple specialized assets later.
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Costs
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- Boilerplate: Duplicated getters across the interface and class; more files to maintain.
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- Drift risk: If a field is added to the `ScriptableObject` but not reflected in the interface (or vice versa), consumers may not see it or may rely on the wrong surface.
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- Over-abstraction for small teams: When the same team owns both the consumer and the asset, interfaces can feel heavy until real polymorphism or mocking is needed.
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Pragmatic options
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- Keep interfaces where they pay off now: `IInteractionSettings`, `IDivingMinigameSettings` already gate many systems and benefit from abstraction.
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- Simplify where scope is narrow: For settings used in one place (or purely visual), rely on concrete classes until a second consumer appears. You can introduce an interface later without breaking Addressables keys (which use type names in lookup).
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- Aggregator interface: Introduce an `IGameSettings` façade that exposes only the subset most systems need, backed by a composite provider that reads from the three assets. This reduces type spread at call sites while preserving modular assets.
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- Codegen or source generators (optional): Generate interfaces from concrete classes (read-only properties only) to eliminate drift/boilerplate. Not required, just an idea if the pattern grows.
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Recommendation
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- Short term: Keep the three interfaces you have (interaction, follower, diving). They are already wired and provide value. Avoid adding new interfaces unless a setting has multiple independent consumers or needs mocking.
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- Medium term: Consider an `IGameSettings` façade (or a small static wrapper) for high-traffic reads like interaction distances to reduce repetitive `GetSettings<T>()` calls around the codebase.
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## Change Log
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- v1.2: Expanded architecture with `EditorSettingsProvider` and developer tooling; clarified Addressables key pattern vs asset filenames; added design opinion and recommendations.
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- v1.1: New page with TOC, code-first usage, authoring workflow, Addressables keys, case studies, troubleshooting, and paths.
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