- 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.
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.cs→UIManager.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
CanThrowproperty to check if ready - New
TryThrowHammer()method that respects cooldown - Calls
Hammer.Initialize()to set direction and speed - Default cooldown: 1.5 seconds
- Added cooldown system (
-
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
- Added
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 completionReset()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 keyNotifyLevelComplete()- 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
_doorReferencefield
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:
OnNoiseEmittedfor 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 stateOnHitByHammer(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.CanThrowbefore playing throw animation - Calls
TryThrowHammer()instead ofThrowHammer() - 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
IsLockedstate property OpenDoor()now updates lock state, visuals, and collisionLockDoor()can re-lock the door if needed- Event:
OnDoorOpened
- Added explicit
-
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:
- Player collects key → KeyChest → GameManager.SetKeyState(true)
- GameManager triggers → LevelManager.NotifyKeyCollected()
- LevelManager unlocks → Door.OpenDoor()
- Player reaches exit → DoorInteract triggers
- DoorInteract → LevelManager.NotifyLevelComplete()
Task 10 ✓ - Folder Cleanup
Folders Created:
Assets/Scripts/Player/- Player-related scriptsAssets/Scripts/Combat/- Combat/projectile scriptsAssets/Scripts/Enemies/- Enemy AI and spawningAssets/Scripts/Environment/- Environmental objectsAssets/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
GameManagercomponent - Leave Debug Mode off for release
-
Add LevelManager to Scene
- Create empty GameObject
- Add
LevelManagercomponent - In Inspector: Assign the Door GameObject to
_doorReferencefield - Leave Debug Mode off for release
-
Add NoiseSystem to Scene
- Create empty GameObject
- Add
NoiseSystemcomponent - 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:
- Player throws hammer (with cooldown)
- Hammer hits enemy - enemy should stun and nearby enemies should hear noise
- Player collects key - GameManager updates, door should unlock
- Player exits through door - level completion triggered
Key Architectural Improvements
-
Clear Separation of Concerns
- Hammer throwing vs. hammer behavior
- Player controller vs. player state vs. hammer equipment
- Enemy AI vs. enemy spawning
-
Centralized Game State
- GameManager handles all global state
- LevelManager orchestrates progression
- No scattered state management
-
Event-Driven Architecture
- Systems communicate via events
- Loose coupling between systems
- Easy to add new features
-
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
-
Inspector-Friendly
- Tunable parameters for game feel
- Debug modes for testing
- Clear assignment fields
Files Summary
New Files (3):
Managers/GameManager.csManagers/LevelManager.csManagers/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.cs→EnemySpawner.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