* Updated game-sm agent to match the new core framework patterns * feat:Created more comprehensive game story matching new format system as well * feat:Added Game specific course correct task * feat:Updated dod-checklist to match new DoD format * feat:Added new Architect agent for appropriate architecture doc creation and design * feat:Overhaul of game-architecture-tmpl template * feat:Updated rest of templates besides level which doesnt really need it * feat: Finished extended architecture documentation needed for new game story tasks * feat: Updated game Developer to new format * feat: Updated last agent to new format and updated bmad-kb. bmad-kb I did my best with but im not sure of it's valid usage in the expansion pack, the AI generated more of the file then myself. I made sure to include it due to the new core-config file * feat: Finished updating designer agent to new format and cleaned up template linting errors * Built dist for web bundle * Increased expansion pack minor verison number * Updated architecht and design for sharding built-in * chore: bump bmad-2d-unity-game-dev version (minor) * updated config.yaml for game-specific pieces to supplement core-config.yaml * Updated game-core-config and epic processing for game story and game design. Initial implementation was far too generic * chore: bump bmad-2d-unity-game-dev version (patch) * feat: Fixed issue with multi-configs being needed. chore: bump bmad-2d-unity-game-dev version (patch) * Chore: Built web-bundle * feat: Added the ability to specify the unity editor install location.\nchore: bump bmad-2d-unity-game-dev version (patch) * feat: core-config must be in two places to support inherited tasks at this time so added instructions to copy and create one in expansion pack folder as well. chore: bump bmad-2d-unity-game-dev version (patch)
591 lines
16 KiB
Markdown
591 lines
16 KiB
Markdown
# Game Development Guidelines (Unity & C#)
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## Overview
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This document establishes coding standards, architectural patterns, and development practices for 2D game development using Unity and C#. These guidelines ensure consistency, performance, and maintainability across all game development stories.
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## C# Standards
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### Naming Conventions
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**Classes, Structs, Enums, and Interfaces:**
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- PascalCase for types: `PlayerController`, `GameData`, `IInteractable`
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- Prefix interfaces with 'I': `IDamageable`, `IControllable`
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- Descriptive names that indicate purpose: `GameStateManager` not `GSM`
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**Methods and Properties:**
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- PascalCase for methods and properties: `CalculateScore()`, `CurrentHealth`
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- Descriptive verb phrases for methods: `ActivateShield()` not `shield()`
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**Fields and Variables:**
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- `private` or `protected` fields: camelCase with an underscore prefix: `_playerHealth`, `_movementSpeed`
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- `public` fields (use sparingly, prefer properties): PascalCase: `PlayerName`
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- `static` fields: PascalCase: `Instance`, `GameVersion`
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- `const` fields: PascalCase: `MaxHitPoints`
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- `local` variables: camelCase: `damageAmount`, `isJumping`
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- Boolean variables with is/has/can prefix: `_isAlive`, `_hasKey`, `_canJump`
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**Files and Directories:**
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- PascalCase for C# script files, matching the primary class name: `PlayerController.cs`
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- PascalCase for Scene files: `MainMenu.unity`, `Level01.unity`
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### Style and Formatting
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- **Braces**: Use Allman style (braces on a new line).
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- **Spacing**: Use 4 spaces for indentation (no tabs).
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- **`using` directives**: Place all `using` directives at the top of the file, outside the namespace.
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- **`this` keyword**: Only use `this` when necessary to distinguish between a field and a local variable/parameter.
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## Unity Architecture Patterns
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### Scene Lifecycle Management
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**Loading and Transitioning Between Scenes:**
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```csharp
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// SceneLoader.cs - A singleton for managing scene transitions.
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using System.Collections;
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public class SceneLoader : MonoBehaviour
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{
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public static SceneLoader Instance { get; private set; }
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Destroy(gameObject);
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return;
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}
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Instance = this;
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DontDestroyOnLoad(gameObject);
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}
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public void LoadGameScene()
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{
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// Example of loading the main game scene, perhaps with a loading screen first.
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StartCoroutine(LoadSceneAsync("Level01"));
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}
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private IEnumerator LoadSceneAsync(string sceneName)
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{
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// Load a loading screen first (optional)
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SceneManager.LoadScene("LoadingScreen");
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// Wait a frame for the loading screen to appear
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yield return null;
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// Begin loading the target scene in the background
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AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(sceneName);
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// Don't activate the scene until it's fully loaded
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asyncLoad.allowSceneActivation = false;
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// Wait until the asynchronous scene fully loads
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while (!asyncLoad.isDone)
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{
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// Here you could update a progress bar with asyncLoad.progress
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if (asyncLoad.progress >= 0.9f)
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{
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// Scene is loaded, allow activation
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asyncLoad.allowSceneActivation = true;
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}
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yield return null;
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}
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}
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}
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```
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### MonoBehaviour Lifecycle
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**Understanding Core MonoBehaviour Events:**
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```csharp
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// Example of a standard MonoBehaviour lifecycle
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using UnityEngine;
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public class PlayerController : MonoBehaviour
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{
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// AWAKE: Called when the script instance is being loaded.
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// Use for initialization before the game starts. Good for caching component references.
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private void Awake()
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{
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Debug.Log("PlayerController Awake!");
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}
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// ONENABLE: Called when the object becomes enabled and active.
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// Good for subscribing to events.
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private void OnEnable()
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{
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// Example: UIManager.OnGamePaused += HandleGamePaused;
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}
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// START: Called on the frame when a script is enabled just before any of the Update methods are called the first time.
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// Good for logic that depends on other objects being initialized.
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private void Start()
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{
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Debug.Log("PlayerController Start!");
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}
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// FIXEDUPDATE: Called every fixed framerate frame.
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// Use for physics calculations (e.g., applying forces to a Rigidbody).
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private void FixedUpdate()
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{
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// Handle Rigidbody movement here.
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}
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// UPDATE: Called every frame.
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// Use for most game logic, like handling input and non-physics movement.
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private void Update()
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{
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// Handle input and non-physics movement here.
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}
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// LATEUPDATE: Called every frame, after all Update functions have been called.
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// Good for camera logic that needs to track a target that moves in Update.
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private void LateUpdate()
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{
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// Camera follow logic here.
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}
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// ONDISABLE: Called when the behaviour becomes disabled or inactive.
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// Good for unsubscribing from events to prevent memory leaks.
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private void OnDisable()
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{
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// Example: UIManager.OnGamePaused -= HandleGamePaused;
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}
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// ONDESTROY: Called when the MonoBehaviour will be destroyed.
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// Good for any final cleanup.
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private void OnDestroy()
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{
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Debug.Log("PlayerController Destroyed!");
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}
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}
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```
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### Game Object Patterns
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**Component-Based Architecture:**
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```csharp
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// Player.cs - The main GameObject class, acts as a container for components.
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using UnityEngine;
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[RequireComponent(typeof(PlayerMovement), typeof(PlayerHealth))]
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public class Player : MonoBehaviour
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{
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public PlayerMovement Movement { get; private set; }
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public PlayerHealth Health { get; private set; }
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private void Awake()
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{
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Movement = GetComponent<PlayerMovement>();
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Health = GetComponent<PlayerHealth>();
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}
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}
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// PlayerHealth.cs - A component responsible only for health logic.
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public class PlayerHealth : MonoBehaviour
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{
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[SerializeField] private int _maxHealth = 100;
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private int _currentHealth;
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private void Awake()
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{
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_currentHealth = _maxHealth;
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}
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public void TakeDamage(int amount)
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{
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_currentHealth -= amount;
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if (_currentHealth <= 0)
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{
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Die();
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}
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}
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private void Die()
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{
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// Death logic
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Debug.Log("Player has died.");
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gameObject.SetActive(false);
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}
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}
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```
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### Data-Driven Design with ScriptableObjects
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**Define Data Containers:**
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```csharp
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// EnemyData.cs - A ScriptableObject to hold data for an enemy type.
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using UnityEngine;
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[CreateAssetMenu(fileName = "NewEnemyData", menuName = "Game/Enemy Data")]
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public class EnemyData : ScriptableObject
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{
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public string enemyName;
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public int maxHealth;
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public float moveSpeed;
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public int damage;
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public Sprite sprite;
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}
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// Enemy.cs - A MonoBehaviour that uses the EnemyData.
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public class Enemy : MonoBehaviour
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{
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[SerializeField] private EnemyData _enemyData;
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private int _currentHealth;
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private void Start()
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{
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_currentHealth = _enemyData.maxHealth;
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GetComponent<SpriteRenderer>().sprite = _enemyData.sprite;
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}
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// ... other enemy logic
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}
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```
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### System Management
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**Singleton Managers:**
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```csharp
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// GameManager.cs - A singleton to manage the overall game state.
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using UnityEngine;
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public class GameManager : MonoBehaviour
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{
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public static GameManager Instance { get; private set; }
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public int Score { get; private set; }
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Destroy(gameObject);
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return;
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}
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Instance = this;
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DontDestroyOnLoad(gameObject); // Persist across scenes
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}
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public void AddScore(int amount)
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{
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Score += amount;
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}
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}
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```
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## Performance Optimization
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### Object Pooling
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**Required for High-Frequency Objects (e.g., bullets, effects):**
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```csharp
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// ObjectPool.cs - A generic object pooling system.
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using UnityEngine;
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using System.Collections.Generic;
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public class ObjectPool : MonoBehaviour
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{
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[SerializeField] private GameObject _prefabToPool;
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[SerializeField] private int _initialPoolSize = 20;
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private Queue<GameObject> _pool = new Queue<GameObject>();
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private void Start()
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{
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for (int i = 0; i < _initialPoolSize; i++)
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{
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GameObject obj = Instantiate(_prefabToPool);
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obj.SetActive(false);
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_pool.Enqueue(obj);
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}
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}
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public GameObject GetObjectFromPool()
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{
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if (_pool.Count > 0)
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{
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GameObject obj = _pool.Dequeue();
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obj.SetActive(true);
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return obj;
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}
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// Optionally, expand the pool if it's empty.
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return Instantiate(_prefabToPool);
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}
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public void ReturnObjectToPool(GameObject obj)
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{
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obj.SetActive(false);
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_pool.Enqueue(obj);
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}
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}
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```
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### Frame Rate Optimization
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**Update Loop Optimization:**
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- Avoid expensive calls like `GetComponent`, `FindObjectOfType`, or `Instantiate` inside `Update()` or `FixedUpdate()`. Cache references in `Awake()` or `Start()`.
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- Use Coroutines or simple timers for logic that doesn't need to run every single frame.
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**Physics Optimization:**
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- Adjust the "Physics 2D Settings" in Project Settings, especially the "Layer Collision Matrix", to prevent unnecessary collision checks.
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- Use `Rigidbody2D.Sleep()` for objects that are not moving to save CPU cycles.
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## Input Handling
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### Cross-Platform Input (New Input System)
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**Input Action Asset:** Create an Input Action Asset (`.inputactions`) to define controls.
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**PlayerInput Component:**
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- Add the `PlayerInput` component to the player GameObject.
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- Set its "Actions" to the created Input Action Asset.
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- Set "Behavior" to "Invoke Unity Events" to easily hook up methods in the Inspector, or "Send Messages" to use methods like `OnMove`, `OnFire`.
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```csharp
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// PlayerInputHandler.cs - Example of handling input via messages.
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using UnityEngine;
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using UnityEngine.InputSystem;
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public class PlayerInputHandler : MonoBehaviour
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{
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private Vector2 _moveInput;
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// This method is called by the PlayerInput component via "Send Messages".
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// The action must be named "Move" in the Input Action Asset.
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public void OnMove(InputValue value)
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{
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_moveInput = value.Get<Vector2>();
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}
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private void Update()
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{
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// Use _moveInput to control the player
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transform.Translate(new Vector3(_moveInput.x, _moveInput.y, 0) * Time.deltaTime * 5f);
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}
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}
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```
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## Error Handling
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### Graceful Degradation
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**Asset Loading Error Handling:**
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- When using Addressables or `Resources.Load`, always check if the loaded asset is null before using it.
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```csharp
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// Load a sprite and use a fallback if it fails
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Sprite playerSprite = Resources.Load<Sprite>("Sprites/Player");
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if (playerSprite == null)
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{
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Debug.LogError("Player sprite not found! Using default.");
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playerSprite = Resources.Load<Sprite>("Sprites/Default");
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}
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```
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### Runtime Error Recovery
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**Assertions and Logging:**
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- Use `Debug.Assert(condition, "Message")` to check for critical conditions that must be true.
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- Use `Debug.LogError("Message")` for fatal errors and `Debug.LogWarning("Message")` for non-critical issues.
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```csharp
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// Example of using an assertion to ensure a component exists.
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private Rigidbody2D _rb;
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void Awake()
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{
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_rb = GetComponent<Rigidbody2D>();
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Debug.Assert(_rb != null, "Rigidbody2D component not found on player!");
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}
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```
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## Testing Standards
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### Unit Testing (Edit Mode)
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**Game Logic Testing:**
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```csharp
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// HealthSystemTests.cs - Example test for a simple health system.
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using NUnit.Framework;
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using UnityEngine;
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public class HealthSystemTests
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{
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[Test]
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public void TakeDamage_ReducesHealth()
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{
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// Arrange
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var gameObject = new GameObject();
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var healthSystem = gameObject.AddComponent<PlayerHealth>();
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// Note: This is a simplified example. You might need to mock dependencies.
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// Act
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healthSystem.TakeDamage(20);
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// Assert
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// This requires making health accessible for testing, e.g., via a public property or method.
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// Assert.AreEqual(80, healthSystem.CurrentHealth);
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}
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}
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```
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### Integration Testing (Play Mode)
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**Scene Testing:**
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- Play Mode tests run in a live scene, allowing you to test interactions between multiple components and systems.
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- Use `yield return null;` to wait for the next frame.
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```csharp
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// PlayerJumpTest.cs
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using System.Collections;
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using NUnit.Framework;
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using UnityEngine;
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using UnityEngine.TestTools;
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public class PlayerJumpTest
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{
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[UnityTest]
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public IEnumerator PlayerJumps_WhenSpaceIsPressed()
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{
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// Arrange
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var player = new GameObject().AddComponent<PlayerController>();
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var initialY = player.transform.position.y;
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// Act
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// Simulate pressing the jump button (requires setting up the input system for tests)
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// For simplicity, we'll call a public method here.
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// player.Jump();
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// Wait for a few physics frames
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yield return new WaitForSeconds(0.5f);
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// Assert
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Assert.Greater(player.transform.position.y, initialY);
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}
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}
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```
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## File Organization
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### Project Structure
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```
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Assets/
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├── Scenes/
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│ ├── MainMenu.unity
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│ └── Level01.unity
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├── Scripts/
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│ ├── Core/
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│ │ ├── GameManager.cs
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│ │ └── AudioManager.cs
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│ ├── Player/
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│ │ ├── PlayerController.cs
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│ │ └── PlayerHealth.cs
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│ ├── Editor/
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│ │ └── CustomInspectors.cs
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│ └── Data/
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│ └── EnemyData.cs
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├── Prefabs/
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│ ├── Player.prefab
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│ └── Enemies/
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│ └── Slime.prefab
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├── Art/
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│ ├── Sprites/
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│ └── Animations/
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├── Audio/
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│ ├── Music/
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│ └── SFX/
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├── Data/
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│ └── ScriptableObjects/
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│ └── EnemyData/
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└── Tests/
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├── EditMode/
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│ └── HealthSystemTests.cs
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└── PlayMode/
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└── PlayerJumpTest.cs
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```
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## Development Workflow
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### Story Implementation Process
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1. **Read Story Requirements:**
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- Understand acceptance criteria
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- Identify technical requirements
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- Review performance constraints
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2. **Plan Implementation:**
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- Identify files to create/modify
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- Consider Unity's component-based architecture
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- Plan testing approach
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3. **Implement Feature:**
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- Write clean C# code following all guidelines
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- Use established patterns
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- Maintain stable FPS performance
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4. **Test Implementation:**
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- Write edit mode tests for game logic
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- Write play mode tests for integration testing
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- Test cross-platform functionality
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- Validate performance targets
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5. **Update Documentation:**
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- Mark story checkboxes complete
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- Document any deviations
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- Update architecture if needed
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### Code Review Checklist
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- [ ] C# code compiles without errors or warnings.
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- [ ] All automated tests pass.
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- [ ] Code follows naming conventions and architectural patterns.
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- [ ] No expensive operations in `Update()` loops.
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- [ ] Public fields/methods are documented with comments.
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- [ ] New assets are organized into the correct folders.
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## Performance Targets
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### Frame Rate Requirements
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- **PC/Console**: Maintain a stable 60+ FPS.
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- **Mobile**: Maintain 60 FPS on mid-range devices, minimum 30 FPS on low-end.
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- **Optimization**: Use the Unity Profiler to identify and fix performance drops.
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### Memory Management
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- **Total Memory**: Keep builds under platform-specific limits (e.g., 200MB for a simple mobile game).
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- **Garbage Collection**: Minimize GC spikes by avoiding string concatenation, `new` keyword usage in loops, and by pooling objects.
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### Loading Performance
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- **Initial Load**: Under 5 seconds for game start.
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- **Scene Transitions**: Under 2 seconds between scenes. Use asynchronous scene loading.
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These guidelines ensure consistent, high-quality game development that meets performance targets and maintains code quality across all implementation stories.
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