Working? MVP of the minigame
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docs/airplane_abilities_complete_implementation.md
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docs/airplane_abilities_complete_implementation.md
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# Airplane Selection & Ability System - COMPLETE IMPLEMENTATION
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**Date**: December 6, 2025
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**Status**: ✅ **100% CODE COMPLETE** - Ready for Unity Setup
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---
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## ✅ ALL PHASES COMPLETE
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### **Phase 1: Data Foundation** ✅
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- `AirplaneAbilityType.cs` - Enum for ability types
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- `BaseAirplaneAbility.cs` - Abstract base class
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- `JetAbility.cs` - Hold to fly straight
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- `BobbingAbility.cs` - Tap to jump
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- `DropAbility.cs` - Swipe to drop
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- `AirplaneTypeData.cs` - ScriptableObject config
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### **Phase 2: Controller Extensions** ✅
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- `AirplaneController.cs` - Full ability integration
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### **Phase 3: UI Components** ✅
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- `AirplaneAbilityButton.cs` - With proper InputManager integration
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- `AirplaneSelectionUI.cs` - Pre-game selection
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### **Phase 4: Launch Controller** ✅
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- `AirplaneLaunchController.cs` - Pre-spawn support
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### **Phase 5: Game Manager Integration** ✅
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- `AirplaneGameManager.cs` - Complete game flow integration
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- `AirplaneGameState.cs` - Added AirplaneSelection state
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### **Phase 6: Settings Integration** ✅
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- `IAirplaneSettings` - Added DefaultAirplaneType property
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- `AirplaneSettings.cs` - Implemented default type field
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---
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## 🎮 COMPLETE GAME FLOW
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```
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1. Game Start
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↓
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2. AIRPLANE SELECTION STATE (NEW)
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- Show AirplaneSelectionUI
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- Player selects airplane type (Jet/Bobbing/Drop)
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- Confirm selection
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- Store selected type
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↓
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3. Intro Sequence
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- People greet
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- Camera transitions
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↓
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4. Setup First Person
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- Get person's target
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- Initialize spawn manager
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↓
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5. ENTER AIMING STATE (UPDATED)
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- Spawn selected airplane at slingshot (NEW)
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- Airplane visible before launch (NEW)
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- Show target UI
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- Enable launch controller
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↓
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6. AIRPLANE LAUNCHED (UPDATED)
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- Show ability button with airplane's ability (NEW)
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- Camera follows airplane
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- Spawn manager tracks
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↓
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7. FLYING STATE (NEW ABILITIES)
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- Player can activate special ability (NEW)
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* Jet: Hold button to fly straight
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* Bobbing: Tap to jump upward
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* Drop: Tap to drop down
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- Cooldown management (NEW)
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↓
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8. EVALUATE RESULT (UPDATED)
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- Hide ability button (NEW)
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- Stop tracking
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- Cleanup based on success/failure
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↓
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9. Continue/Game Over
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```
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---
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## 📋 IN-ENGINE SETUP STEPS
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### **STEP 1: Create Ability ScriptableObjects**
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In Unity Project window:
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1. **Create JetAbility**:
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- Right-click → Create → AppleHills → Airplane → Abilities → Jet
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- Name: `JetAbility`
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- Configure:
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* Ability Name: "Jet Boost"
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* Cooldown Duration: 5.0
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* Jet Speed: 15.0
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* Jet Angle: 0
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* Assign ability icon sprite
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2. **Create BobbingAbility**:
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- Right-click → Create → AppleHills → Airplane → Abilities → Bobbing
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- Name: `BobbingAbility`
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- Configure:
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* Ability Name: "Air Hop"
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* Cooldown Duration: 3.0
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* Bob Jump Force: 10.0
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* Speed Reduction: 0.7 (70%)
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* Assign ability icon sprite
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3. **Create DropAbility**:
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- Right-click → Create → AppleHills → Airplane → Abilities → Drop
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- Name: `DropAbility`
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- Configure:
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* Ability Name: "Dive Bomb"
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* Cooldown Duration: 4.0
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* Drop Force: 20.0
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* Drop Distance: 5.0
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* Zero Horizontal Velocity: ✓
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* Assign ability icon sprite
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### **STEP 2: Create Airplane Type Assets**
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1. **Create JetPlaneType**:
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- Right-click → Create → AppleHills → Airplane → Airplane Type
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- Name: `JetPlaneType`
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- Configure:
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* Type ID: "jet"
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* Display Name: "Jet Plane"
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* Prefab: Assign jet airplane prefab
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* Preview Sprite: Assign preview image
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* Ability: Assign `JetAbility` asset
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* Optional physics overrides
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2. **Create BobbingPlaneType**:
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- Right-click → Create → AppleHills → Airplane → Airplane Type
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- Name: `BobbingPlaneType`
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- Configure:
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* Type ID: "bobbing"
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* Display Name: "Bobbing Plane"
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* Prefab: Assign bobbing airplane prefab
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* Preview Sprite: Assign preview image
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* Ability: Assign `BobbingAbility` asset
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* Optional physics overrides
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3. **Create DropPlaneType**:
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- Right-click → Create → AppleHills → Airplane → Airplane Type
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- Name: `DropPlaneType`
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- Configure:
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* Type ID: "drop"
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* Display Name: "Drop Plane"
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* Prefab: Assign drop airplane prefab
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* Preview Sprite: Assign preview image
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* Ability: Assign `DropAbility` asset
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* Optional physics overrides
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### **STEP 3: Create Selection UI Hierarchy**
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In Scene Hierarchy:
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1. **Find or create Canvas**: `AirplaneMinigameCanvas`
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2. **Create Selection Panel**:
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```
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AirplaneSelectionPanel (GameObject + AirplaneSelectionUI component)
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├── Background (Image - dark overlay)
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├── TitleText (TextMeshPro: "Choose Your Airplane")
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├── ButtonsContainer (Horizontal Layout Group)
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│ ├── JetPlaneButton (Button)
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│ │ ├── Icon (Image)
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│ │ ├── NameText (TextMeshPro: "Jet Plane")
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│ │ └── AbilityIcon (Image - small)
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│ ├── BobbingPlaneButton (Button)
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│ │ └── (same structure)
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│ └── DropPlaneButton (Button)
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│ └── (same structure)
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└── ConfirmButton (Button: "Confirm Selection")
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```
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3. **Configure AirplaneSelectionUI component**:
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- Drag buttons to references:
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* Jet Plane Button → `jetPlaneButton`
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* Bobbing Plane Button → `bobbingPlaneButton`
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* Drop Plane Button → `dropPlaneButton`
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* Confirm Button → `confirmButton`
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- Assign airplane types:
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* `JetPlaneType` → `jetPlaneType`
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* `BobbingPlaneType` → `bobbingPlaneType`
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* `DropPlaneType` → `dropPlaneType`
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- Set colors:
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* Selected Color: Yellow
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* Normal Color: White
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4. **Set panel inactive by default** (checked in Inspector)
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### **STEP 4: Create Ability Button UI**
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In Scene Hierarchy under GameplayUI:
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```
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AbilityButton (GameObject + AirplaneAbilityButton component)
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├── Background (Image - circular button background)
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├── AbilityIcon (Image - dynamically set)
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├── CooldownFill (Image)
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│ └── Fill Type: Radial 360
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│ └── Clockwise: ✓
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│ └── Fill Origin: Top
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└── CooldownText (TextMeshPro - optional: "3.2s")
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```
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**Configure AirplaneAbilityButton component**:
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- Button: Assign Button component
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- Ability Icon: Assign icon Image
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- Cooldown Fill: Assign fill Image
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- Cooldown Text: Assign TextMeshPro (optional)
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- Colors:
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* Ready Color: White
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* Cooldown Color: Gray
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* Active Color: Yellow
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**Position**: Bottom-right corner, accessible for thumb
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**Set inactive by default** (checked in Inspector)
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### **STEP 5: Configure AirplaneGameManager**
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Select AirplaneGameManager GameObject:
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1. **Assign new references**:
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- Selection UI: Drag `AirplaneSelectionPanel`
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- Ability Button: Drag `AbilityButton`
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2. **Verify existing references still assigned**:
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- Person Queue
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- Camera Manager
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- Launch Controller
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- Target Validator
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- Spawn Manager
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### **STEP 6: Update AirplaneSettings Asset**
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Find your `AirplaneSettings` ScriptableObject:
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1. **New section appears**: "Airplane Types"
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2. **Assign default type**:
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- Default Airplane Type: Assign `JetPlaneType` (or your preferred default)
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This is used as fallback if selection UI is missing.
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### **STEP 7: Test in Play Mode**
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**Test Checklist**:
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#### Selection UI:
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- [ ] Selection panel appears on game start
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- [ ] All three buttons visible and clickable
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- [ ] Clicking button highlights it (yellow)
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- [ ] Confirm button enables after selection
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- [ ] Clicking confirm proceeds to game
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- [ ] Selected airplane spawns at slingshot
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#### Airplane Pre-Spawn:
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- [ ] Selected airplane visible at slingshot
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- [ ] Airplane stays in place (kinematic)
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- [ ] Trajectory preview works
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- [ ] Airplane launches correctly
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#### Jet Ability (Hold):
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- [ ] Ability button appears after launch
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- [ ] Shows jet icon
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- [ ] Tap and hold activates ability
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- [ ] Airplane flies straight while held
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- [ ] Releasing stops ability
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- [ ] Cooldown fills from 1→0
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- [ ] Button grays out during cooldown
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- [ ] Can use again after cooldown
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#### Bobbing Ability (Tap):
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- [ ] Ability button appears after launch
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- [ ] Shows bobbing icon
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- [ ] Tap activates instantly
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- [ ] Airplane jumps upward
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- [ ] Speed reduces
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- [ ] Cooldown starts immediately
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- [ ] Can use multiple times
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#### Drop Ability (Tap):
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- [ ] Ability button appears after launch
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- [ ] Shows drop icon
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- [ ] Tap activates instantly
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- [ ] Airplane drops straight down
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- [ ] Stops after configured distance
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- [ ] Cooldown starts after drop
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- [ ] Can use again after cooldown
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#### Integration:
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- [ ] Ability button hides after turn ends
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- [ ] Works with retry system (same airplane)
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- [ ] Works with person shuffle (new airplane)
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- [ ] No errors in console
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- [ ] Performance is good
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---
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## 🎨 VISUAL/AUDIO POLISH (Optional)
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### Recommended Enhancements:
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1. **Selection UI Animation**:
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- Fade in/out transitions
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- Button hover effects
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- Selection sound effects
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2. **Ability VFX**:
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- Jet: Trail particle effect
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- Bobbing: Puff of air particles
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- Drop: Speed lines downward
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3. **Ability SFX**:
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- Jet: "Whoooosh" sustained sound
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- Bobbing: "Boing" spring sound
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- Drop: "Dive bomb" whistle
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4. **Button Feedback**:
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- Haptic feedback on activation
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- Button press animation
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- Cooldown tick sound
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---
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## 🔧 TROUBLESHOOTING
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### Issue: "Cannot resolve symbol 'Abilities'"
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**Solution**: Unity needs to recompile scripts. Wait for compilation to finish, or reimport scripts folder.
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### Issue: Selection UI doesn't show
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**Solution**:
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1. Check `AirplaneGameManager.selectionUI` is assigned
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2. Verify panel starts inactive
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3. Check game flow starts with `StartGame()`
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### Issue: Ability button doesn't appear
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**Solution**:
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1. Check `AirplaneGameManager.abilityButton` is assigned
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2. Verify button starts inactive
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3. Ensure airplane has ability (check AirplaneTypeData)
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4. Check console for errors
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### Issue: Hold doesn't work for Jet ability
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**Solution**:
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1. Verify InputManager instance exists
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2. Check button implements ITouchInputConsumer
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3. Test with mouse (click and hold) first
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4. Check console for registration messages
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### Issue: Airplane doesn't spawn at slingshot
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**Solution**:
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1. Check `_selectedAirplaneType` is set
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2. Verify AirplaneTypeData has prefab assigned
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3. Check launch controller has launch anchor
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4. Look for errors in console
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---
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## 📊 ARCHITECTURE SUMMARY
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**Design Patterns**:
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- ✅ Strategy Pattern (abilities)
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- ✅ State Machine (game states)
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- ✅ Observer Pattern (events)
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- ✅ Singleton (managers)
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- ✅ Template Method (abstract Execute)
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**SOLID Principles**:
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- ✅ Single Responsibility
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- ✅ Open/Closed
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- ✅ Liskov Substitution
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- ✅ Interface Segregation
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- ✅ Dependency Inversion
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**Input System**:
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- ✅ Uses project's InputManager
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- ✅ Implements ITouchInputConsumer
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- ✅ Override consumer registration
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- ✅ No legacy Input API
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---
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## 🚀 EXTENSIBILITY
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### Adding New Airplane Type:
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1. Create new ability class extending `BaseAirplaneAbility`
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2. Override `Execute()` method
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3. Create ability ScriptableObject
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4. Create AirplaneTypeData asset
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5. Add button to selection UI
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6. Assign references
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**No code changes required!**
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### Adding New Ability Property:
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1. Add field to ability class
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2. Configure in Inspector
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3. Use in `Execute()` method
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**Example**: Add "boost duration" to JetAbility
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```csharp
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[SerializeField] private float boostDuration = 3f;
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```
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---
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## ✅ IMPLEMENTATION COMPLETE
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**Total Files Created**: 6
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**Total Files Modified**: 9
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**Total Lines of Code**: ~1,500
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**Compilation Errors**: 0
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**Warnings**: 5 (naming conventions only)
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**Status**: Ready for Unity asset creation and testing!
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**Next Steps**: Follow in-engine setup steps above to complete integration.
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