Files
Gnome-s-Bounty/Assets/Docs/MigrationCompletionSummary.md
T
vova 39e4e51866 Add player controller, state management, and input handling
- Implemented PlayerController.cs to manage player movement and actions.
- Created PlayerState.cs to track player lives, coins, and key status.
- Added CameraFollow.cs for smooth camera movement following the player.
- Developed Character.cs as an abstract class for character behavior.
- Introduced Enums.cs for defining TreasureType and MapElementType.
- Added IDoor interface for door interactions.
- Created InputActions.cs for handling player input actions.
- Implemented MainMenu.cs for basic menu functionality including play and exit options.
2026-06-17 22:43:59 +03:00

9.9 KiB

Architecture Migration - Completion Summary

Overview

All 10 tasks from the ArchitectureMigration.md plan have been successfully completed. The Gnome's Bounty project now has cleaner architecture, improved separation of concerns, and new core gameplay systems.


Changes Made by Task

Task 1 ✓ - Normalize UI Manager Naming

Files Changed:

  • UiManager.csUIManager.cs (file and class renamed)

What Changed:

  • Renamed file and class to follow proper C# naming convention (UIManager instead of UiManager)
  • No breaking changes - internal logic untouched

Task 2 ✓ - Separate Hammer Throw Logic and Hammer Projectile Logic

Files Changed:

  • HammerThrower.cs (refactored)
  • Hammer.cs (refactored)

What Changed:

  • HammerThrower.cs:

    • Added cooldown system (_throwCooldown, _cooldownTimer)
    • Added CanThrow property to check if ready
    • New TryThrowHammer() method that respects cooldown
    • Calls Hammer.Initialize() to set direction and speed
    • Default cooldown: 1.5 seconds
  • Hammer.cs:

    • Added Initialize(bool facingRight, float speed) method
    • Improved collision detection with different object types
    • Stuns enemies on collision (OnHitByHammer)
    • Breaks BreakableWall objects
    • Emits noise on impact (integrates with NoiseSystem)
    • Self-destructs on any collision
    • Default lifespan: 5 seconds

Task 3 ✓ - Add GameManager

File Created:

  • Managers/GameManager.cs

Functionality:

  • Singleton managing global game state
  • Tracks key ownership: HasKey, SetKeyState(bool)
  • Tracks treasure count: TreasureCount, AddTreasure(int)
  • Events: OnKeyStateChanged, OnTreasureCountChanged, OnLevelComplete
  • CompletLevel() method for level completion
  • Reset() for resetting game state
  • Debug mode for logging

Setup Required:

  • Add empty GameObject with GameManager script to scene
  • Component will auto-persist with DontDestroyOnLoad

Task 4 ✓ - Add LevelManager

File Created:

  • Managers/LevelManager.cs

Functionality:

  • Singleton managing level progression
  • Tracks key collection and door unlock
  • Subscribes to GameManager key state changes
  • NotifyKeyCollected() - triggered when player gets key
  • NotifyLevelComplete() - triggered when player exits with key
  • Events: OnKeyCollected, OnDoorUnlocked, OnLevelComplete
  • Reset() for restarting level
  • Debug mode for logging

Setup Required:

  • Add empty GameObject with LevelManager script to scene
  • In Inspector: Assign Door reference to the _doorReference field

Task 5 ✓ - Add NoiseSystem

Files Created/Modified:

  • Managers/NoiseSystem.cs (new)
  • EnvironmentObjects/BreakableWall.cs (updated)
  • Hammer.cs (already includes noise emission)

Functionality:

  • Singleton noise emission system
  • Emit(Vector3 position, float radius) - emits noise and alerts nearby enemies
  • Automatically detects enemies on "Enemy" layer
  • Calls OnNoise(Vector3 position) on all nearby enemies
  • Event: OnNoiseEmitted for external systems

Setup Required:

  • Add empty GameObject with NoiseSystem script to scene
  • Ensure all enemy GameObject have "Enemy" layer assigned

Task 6 ✓ - Add Enemy States to EnemyAI

File Modified:

  • EnemyAI.cs (completely refactored)

Functionality:

  • State machine with 4 states: Patrol, Investigate, Chase, Stunned
  • Automatic state transitions based on distance to player
  • OnNoise(Vector3 position) - enters Investigate state
  • OnHitByHammer(float stunDuration) - enters Stunned state and recovers after duration
  • Configurable ranges and speeds via Inspector
  • Inspector fields:
    • _patrolSpeed: Speed during patrol
    • _patrolRange: How far to patrol
    • _investigateRange: Range to trigger investigate
    • _chaseRange: Range to trigger chase
    • _stunDuration: How long to stay stunned (default: 1 second)

Behavior:

  • Patrols back and forth when at peace
  • Investigates noise sources when hearing sound
  • Chases player when within range
  • Recovers from stun and resumes normal behavior

Task 7 ✓ - Finalize Hammer Cooldown and Tactical Rules

Files Modified:

  • PlayerController.cs (updated to use new hammer API)
  • HammerThrower.cs (already includes cooldown)
  • Hammer.cs (already includes tactical rules)

What Changed:

  • PlayerController now checks _hammerThrower.CanThrow before playing throw animation
  • Calls TryThrowHammer() instead of ThrowHammer()
  • Hammer impacts emit noise automatically (configurable)
  • Hammer stuns enemies without killing them
  • Hammer breaks only BreakableWall objects
  • Hammer disappears on impact

Tunable Values (Inspector):

  • HammerThrower: _throwCooldown, _throwSpeed
  • Hammer: _lifespan, _stunDuration, _impactNoiseRadius, _emitNoiseOnImpact

Task 8 ✓ - Integrate KeyChest with Game State

Files Modified:

  • KeyChest.cs (updated)
  • Chest.cs (updated)

What Changed:

  • KeyChest now notifies GameManager when key collected
  • KeyChest triggers LevelManager to unlock door
  • Chest properly handles coin and key treasures
  • Both systems integrate with GameManager for centralized state tracking
  • Events flow: Chest/KeyChest → GameManager → LevelManager → Door

Task 9 ✓ - Improve Door Flow

Files Modified:

  • Door.cs (refactored)
  • DoorInteract.cs (refactored)

What Changed:

  • Door.cs:

    • Added explicit IsLocked state property
    • OpenDoor() now updates lock state, visuals, and collision
    • LockDoor() can re-lock the door if needed
    • Event: OnDoorOpened
  • DoorInteract.cs:

    • Checks GameManager.HasKey instead of PlayerState
    • Triggers LevelManager.NotifyLevelComplete() when player exits with key
    • Prevents multiple completions with _hasTriggered
    • Debug logging for testing

Progression Flow:

  1. Player collects key → KeyChest → GameManager.SetKeyState(true)
  2. GameManager triggers → LevelManager.NotifyKeyCollected()
  3. LevelManager unlocks → Door.OpenDoor()
  4. Player reaches exit → DoorInteract triggers
  5. DoorInteract → LevelManager.NotifyLevelComplete()

Task 10 ✓ - Folder Cleanup

Folders Created:

  • Assets/Scripts/Player/ - Player-related scripts
  • Assets/Scripts/Combat/ - Combat/projectile scripts
  • Assets/Scripts/Enemies/ - Enemy AI and spawning
  • Assets/Scripts/Environment/ - Environmental objects
  • Assets/Scripts/Utilities/ - Helper and utility classes

Files Moved:

  • Player/: PlayerController, HammerThrower, PlayerState
  • Combat/: Hammer
  • Enemies/: EnemyAI, EnemySpawner (renamed from CharacterSpawner)
  • Environment/: BreakableWall, Chest, Door, DoorInteract, KeyChest, MapElements/
  • Managers/: GameManager, LevelManager, NoiseSystem, UIManager, InputManager (unchanged location)
  • ScriptableObject/: TreasureSO, MapElementSO (unchanged location)
  • Utilities/: Character, CameraFollow, IDoor, Enums, InputActions, MainMenu

Scene Setup Checklist

To get the project running after these changes:

  • Add GameManager to Scene

    • Create empty GameObject
    • Add GameManager component
    • Leave Debug Mode off for release
  • Add LevelManager to Scene

    • Create empty GameObject
    • Add LevelManager component
    • In Inspector: Assign the Door GameObject to _doorReference field
    • Leave Debug Mode off for release
  • Add NoiseSystem to Scene

    • Create empty GameObject
    • Add NoiseSystem component
    • Ensure all enemy GameObjects have "Enemy" layer assigned
    • Leave Debug Mode off for release
  • Update Enemy Layer

    • Select all enemy GameObjects
    • Set Layer to "Enemy" (create if doesn't exist)
    • This is critical for NoiseSystem to detect enemies
  • Update Scene References

    • Check for any scripts that directly reference moved classes
    • Most will auto-resolve if using GetComponent<>()
    • Update Inspector if scripts are assigned as references
  • Test the Flow:

    1. Player throws hammer (with cooldown)
    2. Hammer hits enemy - enemy should stun and nearby enemies should hear noise
    3. Player collects key - GameManager updates, door should unlock
    4. Player exits through door - level completion triggered

Key Architectural Improvements

  1. Clear Separation of Concerns

    • Hammer throwing vs. hammer behavior
    • Player controller vs. player state vs. hammer equipment
    • Enemy AI vs. enemy spawning
  2. Centralized Game State

    • GameManager handles all global state
    • LevelManager orchestrates progression
    • No scattered state management
  3. Event-Driven Architecture

    • Systems communicate via events
    • Loose coupling between systems
    • Easy to add new features
  4. Extensible Gameplay Systems

    • Noise system can be expanded for more sounds
    • Enemy states make new behaviors easy to add
    • Hammer can be enhanced with additional effects
  5. Inspector-Friendly

    • Tunable parameters for game feel
    • Debug modes for testing
    • Clear assignment fields

Files Summary

New Files (3):

  • Managers/GameManager.cs
  • Managers/LevelManager.cs
  • Managers/NoiseSystem.cs

Modified Files (9):

  • Managers/UIManager.cs (renamed from UiManager)
  • Player/HammerThrower.cs (refactored)
  • Combat/Hammer.cs (refactored)
  • Enemies/EnemyAI.cs (refactored)
  • Environment/BreakableWall.cs (updated)
  • Environment/Chest.cs (updated)
  • Environment/KeyChest.cs (updated)
  • Environment/Door.cs (refactored)
  • Environment/DoorInteract.cs (refactored)

Renamed:

  • CharacterSpawner.csEnemySpawner.cs

Moved (folder reorganization only, no content changes):

  • Multiple scripts distributed into logical folders

Notes

  • All existing gameplay is preserved
  • The changes follow Unity best practices
  • Systems are designed to be maintainable and extensible
  • Debug modes can be disabled before release
  • No major breaking changes - mostly additive improvements

Status: All tasks complete and ready for testing