feat: Finished extended architecture documentation needed for new game story tasks

This commit is contained in:
pbean 2025-07-21 14:19:09 -07:00
parent 01739c0130
commit d3ae87154e
3 changed files with 523 additions and 4 deletions

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@ -120,6 +120,23 @@ Ask the user if they want to work through the checklist:
- [ ] Input system using Unity's new Input System is outlined
- [ ] UI system using Unity's UI Toolkit or UGUI is determined
- [ ] Scene management and loading architecture is clear
- [ ] Gameplay systems architecture covers core game mechanics and player interactions
- [ ] Component architecture details define MonoBehaviour and ScriptableObject patterns
- [ ] Physics configuration for Unity 2D is comprehensively defined
- [ ] State machine architecture covers game states, player states, and entity behaviors
- [ ] UI component system and data binding patterns are established
- [ ] UI state management across screens and game states is defined
- [ ] Data persistence and save system architecture is fully specified
- [ ] Analytics integration approach is defined (if applicable)
- [ ] Multiplayer architecture is detailed (if applicable)
- [ ] Rendering pipeline configuration and optimization strategies are clear
- [ ] Shader guidelines and performance considerations are documented
- [ ] Sprite management and optimization strategies are defined
- [ ] Particle system architecture and performance budgets are established
- [ ] Audio architecture includes system design and category management
- [ ] Audio mixing configuration with Unity AudioMixer is detailed
- [ ] Sound bank management and asset organization is specified
- [ ] Unity development conventions and best practices are documented
### 3.3 Data Architecture & Game Balance

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@ -9,15 +9,18 @@ This document establishes coding standards, architectural patterns, and developm
### Naming Conventions
**Classes, Structs, Enums, and Interfaces:**
- PascalCase for types: `PlayerController`, `GameData`, `IInteractable`
- Prefix interfaces with 'I': `IDamageable`, `IControllable`
- Descriptive names that indicate purpose: `GameStateManager` not `GSM`
**Methods and Properties:**
- PascalCase for methods and properties: `CalculateScore()`, `CurrentHealth`
- Descriptive verb phrases for methods: `ActivateShield()` not `shield()`
**Fields and Variables:**
- `private` or `protected` fields: camelCase with an underscore prefix: `_playerHealth`, `_movementSpeed`
- `public` fields (use sparingly, prefer properties): PascalCase: `PlayerName`
- `static` fields: PascalCase: `Instance`, `GameVersion`
@ -26,6 +29,7 @@ This document establishes coding standards, architectural patterns, and developm
- Boolean variables with is/has/can prefix: `_isAlive`, `_hasKey`, `_canJump`
**Files and Directories:**
- PascalCase for C# script files, matching the primary class name: `PlayerController.cs`
- PascalCase for Scene files: `MainMenu.unity`, `Level01.unity`
@ -39,7 +43,9 @@ This document establishes coding standards, architectural patterns, and developm
## Unity Architecture Patterns
### Scene Lifecycle Management
**Loading and Transitioning Between Scenes:**
```csharp
// SceneLoader.cs - A singleton for managing scene transitions.
using UnityEngine;
@ -97,7 +103,9 @@ public class SceneLoader : MonoBehaviour
```
### MonoBehaviour Lifecycle
**Understanding Core MonoBehaviour Events:**
```csharp
// Example of a standard MonoBehaviour lifecycle
using UnityEngine;
@ -138,7 +146,7 @@ public class PlayerController : MonoBehaviour
{
// Handle input and non-physics movement here.
}
// LATEUPDATE: Called every frame, after all Update functions have been called.
// Good for camera logic that needs to track a target that moves in Update.
private void LateUpdate()
@ -165,6 +173,7 @@ public class PlayerController : MonoBehaviour
### Game Object Patterns
**Component-Based Architecture:**
```csharp
// Player.cs - The main GameObject class, acts as a container for components.
using UnityEngine;
@ -214,6 +223,7 @@ public class PlayerHealth : MonoBehaviour
### Data-Driven Design with ScriptableObjects
**Define Data Containers:**
```csharp
// EnemyData.cs - A ScriptableObject to hold data for an enemy type.
using UnityEngine;
@ -239,7 +249,7 @@ public class Enemy : MonoBehaviour
_currentHealth = _enemyData.maxHealth;
GetComponent<SpriteRenderer>().sprite = _enemyData.sprite;
}
// ... other enemy logic
}
```
@ -247,6 +257,7 @@ public class Enemy : MonoBehaviour
### System Management
**Singleton Managers:**
```csharp
// GameManager.cs - A singleton to manage the overall game state.
using UnityEngine;
@ -280,6 +291,7 @@ public class GameManager : MonoBehaviour
### Object Pooling
**Required for High-Frequency Objects (e.g., bullets, effects):**
```csharp
// ObjectPool.cs - A generic object pooling system.
using UnityEngine;
@ -325,10 +337,12 @@ public class ObjectPool : MonoBehaviour
### Frame Rate Optimization
**Update Loop Optimization:**
- Avoid expensive calls like `GetComponent`, `FindObjectOfType`, or `Instantiate` inside `Update()` or `FixedUpdate()`. Cache references in `Awake()` or `Start()`.
- Use Coroutines or simple timers for logic that doesn't need to run every single frame.
**Physics Optimization:**
- Adjust the "Physics 2D Settings" in Project Settings, especially the "Layer Collision Matrix", to prevent unnecessary collision checks.
- Use `Rigidbody2D.Sleep()` for objects that are not moving to save CPU cycles.
@ -339,6 +353,7 @@ public class ObjectPool : MonoBehaviour
**Input Action Asset:** Create an Input Action Asset (`.inputactions`) to define controls.
**PlayerInput Component:**
- Add the `PlayerInput` component to the player GameObject.
- Set its "Actions" to the created Input Action Asset.
- Set "Behavior" to "Invoke Unity Events" to easily hook up methods in the Inspector, or "Send Messages" to use methods like `OnMove`, `OnFire`.
@ -372,7 +387,9 @@ public class PlayerInputHandler : MonoBehaviour
### Graceful Degradation
**Asset Loading Error Handling:**
- When using Addressables or `Resources.Load`, always check if the loaded asset is null before using it.
```csharp
// Load a sprite and use a fallback if it fails
Sprite playerSprite = Resources.Load<Sprite>("Sprites/Player");
@ -386,8 +403,10 @@ if (playerSprite == null)
### Runtime Error Recovery
**Assertions and Logging:**
- Use `Debug.Assert(condition, "Message")` to check for critical conditions that must be true.
- Use `Debug.LogError("Message")` for fatal errors and `Debug.LogWarning("Message")` for non-critical issues.
```csharp
// Example of using an assertion to ensure a component exists.
private Rigidbody2D _rb;
@ -404,6 +423,7 @@ void Awake()
### Unit Testing (Edit Mode)
**Game Logic Testing:**
```csharp
// HealthSystemTests.cs - Example test for a simple health system.
using NUnit.Framework;
@ -418,7 +438,7 @@ public class HealthSystemTests
var gameObject = new GameObject();
var healthSystem = gameObject.AddComponent<PlayerHealth>();
// Note: This is a simplified example. You might need to mock dependencies.
// Act
healthSystem.TakeDamage(20);
@ -432,8 +452,10 @@ public class HealthSystemTests
### Integration Testing (Play Mode)
**Scene Testing:**
- Play Mode tests run in a live scene, allowing you to test interactions between multiple components and systems.
- Use `yield return null;` to wait for the next frame.
```csharp
// PlayerJumpTest.cs
using System.Collections;
@ -453,7 +475,7 @@ public class PlayerJumpTest
// Act
// Simulate pressing the jump button (requires setting up the input system for tests)
// For simplicity, we'll call a public method here.
// player.Jump();
// player.Jump();
// Wait for a few physics frames
yield return new WaitForSeconds(0.5f);

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@ -244,6 +244,486 @@ sections:
- Sequence diagrams for complex game loops (Update, FixedUpdate flows)
Choose the most appropriate for clarity and Unity-specific understanding
- id: gameplay-systems
title: Gameplay Systems Architecture
instruction: |
Define the core gameplay systems that drive the player experience. Focus on game-specific logic and mechanics.
elicit: true
sections:
- id: gameplay-overview
title: Gameplay Systems Overview
template: |
**Core Game Loop:** {{core_game_loop_description}}
**Player Actions:** {{primary_player_actions}}
**Game State Flow:** {{game_state_transitions}}
- id: gameplay-components
title: Gameplay Component Architecture
template: |
**Player Controller Components:**
- {{player_controller_components}}
**Game Logic Components:**
- {{game_logic_components}}
**Interaction Systems:**
- {{interaction_system_components}}
- id: component-architecture
title: Component Architecture Details
instruction: |
Define detailed Unity component architecture patterns and conventions for the game.
elicit: true
sections:
- id: monobehaviour-patterns
title: MonoBehaviour Patterns
template: |
**Component Composition:** {{component_composition_approach}}
**Lifecycle Management:** {{lifecycle_management_patterns}}
**Component Communication:** {{component_communication_methods}}
- id: scriptableobject-usage
title: ScriptableObject Architecture
template: |
**Data Architecture:** {{scriptableobject_data_patterns}}
**Configuration Management:** {{config_scriptableobject_usage}}
**Runtime Data:** {{runtime_scriptableobject_patterns}}
- id: physics-config
title: Physics Configuration
instruction: |
Define Unity 2D physics setup and configuration for the game.
elicit: true
sections:
- id: physics-settings
title: Physics Settings
template: |
**Physics 2D Settings:** {{physics_2d_configuration}}
**Collision Layers:** {{collision_layer_matrix}}
**Physics Materials:** {{physics_materials_setup}}
- id: rigidbody-patterns
title: Rigidbody Patterns
template: |
**Player Physics:** {{player_rigidbody_setup}}
**Object Physics:** {{object_physics_patterns}}
**Performance Optimization:** {{physics_optimization_strategies}}
- id: input-system
title: Input System Architecture
instruction: |
Define input handling using Unity's Input System package.
elicit: true
sections:
- id: input-actions
title: Input Actions Configuration
template: |
**Input Action Assets:** {{input_action_asset_structure}}
**Action Maps:** {{input_action_maps}}
**Control Schemes:** {{control_schemes_definition}}
- id: input-handling
title: Input Handling Patterns
template: |
**Player Input:** {{player_input_component_usage}}
**UI Input:** {{ui_input_handling_patterns}}
**Input Validation:** {{input_validation_strategies}}
- id: state-machines
title: State Machine Architecture
instruction: |
Define state machine patterns for game states, player states, and AI behavior.
elicit: true
sections:
- id: game-state-machine
title: Game State Machine
template: |
**Game States:** {{game_state_definitions}}
**State Transitions:** {{game_state_transition_rules}}
**State Management:** {{game_state_manager_implementation}}
- id: entity-state-machines
title: Entity State Machines
template: |
**Player States:** {{player_state_machine_design}}
**AI Behavior States:** {{ai_state_machine_patterns}}
**Object States:** {{object_state_management}}
- id: ui-architecture
title: UI Architecture
instruction: |
Define Unity UI system architecture using UGUI or UI Toolkit.
elicit: true
sections:
- id: ui-system-choice
title: UI System Selection
template: |
**UI Framework:** {{ui_framework_choice}} (UGUI/UI Toolkit)
**UI Scaling:** {{ui_scaling_strategy}}
**Canvas Setup:** {{canvas_configuration}}
- id: ui-navigation
title: UI Navigation System
template: |
**Screen Management:** {{screen_management_system}}
**Navigation Flow:** {{ui_navigation_patterns}}
**Back Button Handling:** {{back_button_implementation}}
- id: ui-components
title: UI Component System
instruction: |
Define reusable UI components and their implementation patterns.
elicit: true
sections:
- id: ui-component-library
title: UI Component Library
template: |
**Base Components:** {{base_ui_components}}
**Custom Components:** {{custom_ui_components}}
**Component Prefabs:** {{ui_prefab_organization}}
- id: ui-data-binding
title: UI Data Binding
template: |
**Data Binding Patterns:** {{ui_data_binding_approach}}
**UI Events:** {{ui_event_system}}
**View Model Patterns:** {{ui_viewmodel_implementation}}
- id: ui-state-management
title: UI State Management
instruction: |
Define how UI state is managed across the game.
elicit: true
sections:
- id: ui-state-patterns
title: UI State Patterns
template: |
**State Persistence:** {{ui_state_persistence}}
**Screen State:** {{screen_state_management}}
**UI Configuration:** {{ui_configuration_management}}
- id: scene-management
title: Scene Management Architecture
instruction: |
Define scene loading, unloading, and transition strategies.
elicit: true
sections:
- id: scene-structure
title: Scene Structure
template: |
**Scene Organization:** {{scene_organization_strategy}}
**Scene Hierarchy:** {{scene_hierarchy_patterns}}
**Persistent Scenes:** {{persistent_scene_usage}}
- id: scene-loading
title: Scene Loading System
template: |
**Loading Strategies:** {{scene_loading_patterns}}
**Async Loading:** {{async_scene_loading_implementation}}
**Loading Screens:** {{loading_screen_management}}
- id: data-persistence
title: Data Persistence Architecture
instruction: |
Define save system and data persistence strategies.
elicit: true
sections:
- id: save-data-structure
title: Save Data Structure
template: |
**Save Data Models:** {{save_data_model_design}}
**Serialization Format:** {{serialization_format_choice}}
**Data Validation:** {{save_data_validation}}
- id: persistence-strategy
title: Persistence Strategy
template: |
**Save Triggers:** {{save_trigger_events}}
**Auto-Save:** {{auto_save_implementation}}
**Cloud Save:** {{cloud_save_integration}}
- id: save-system
title: Save System Implementation
instruction: |
Define detailed save system implementation patterns.
elicit: true
sections:
- id: save-load-api
title: Save/Load API
template: |
**Save Interface:** {{save_interface_design}}
**Load Interface:** {{load_interface_design}}
**Error Handling:** {{save_load_error_handling}}
- id: save-file-management
title: Save File Management
template: |
**File Structure:** {{save_file_structure}}
**Backup Strategy:** {{save_backup_strategy}}
**Migration:** {{save_data_migration_strategy}}
- id: analytics-integration
title: Analytics Integration
instruction: |
Define analytics tracking and integration patterns.
condition: Game requires analytics tracking
elicit: true
sections:
- id: analytics-events
title: Analytics Event Design
template: |
**Event Categories:** {{analytics_event_categories}}
**Custom Events:** {{custom_analytics_events}}
**Player Progression:** {{progression_analytics}}
- id: analytics-implementation
title: Analytics Implementation
template: |
**Analytics SDK:** {{analytics_sdk_choice}}
**Event Tracking:** {{event_tracking_patterns}}
**Privacy Compliance:** {{analytics_privacy_considerations}}
- id: multiplayer-architecture
title: Multiplayer Architecture
instruction: |
Define multiplayer system architecture if applicable.
condition: Game includes multiplayer features
elicit: true
sections:
- id: networking-approach
title: Networking Approach
template: |
**Networking Solution:** {{networking_solution_choice}}
**Architecture Pattern:** {{multiplayer_architecture_pattern}}
**Synchronization:** {{state_synchronization_strategy}}
- id: multiplayer-systems
title: Multiplayer System Components
template: |
**Client Components:** {{multiplayer_client_components}}
**Server Components:** {{multiplayer_server_components}}
**Network Messages:** {{network_message_design}}
- id: rendering-pipeline
title: Rendering Pipeline Configuration
instruction: |
Define Unity rendering pipeline setup and optimization.
elicit: true
sections:
- id: render-pipeline-setup
title: Render Pipeline Setup
template: |
**Pipeline Choice:** {{render_pipeline_choice}} (URP/Built-in)
**Pipeline Asset:** {{render_pipeline_asset_config}}
**Quality Settings:** {{quality_settings_configuration}}
- id: rendering-optimization
title: Rendering Optimization
template: |
**Batching Strategies:** {{sprite_batching_optimization}}
**Draw Call Optimization:** {{draw_call_reduction_strategies}}
**Texture Optimization:** {{texture_optimization_settings}}
- id: shader-guidelines
title: Shader Guidelines
instruction: |
Define shader usage and custom shader guidelines.
elicit: true
sections:
- id: shader-usage
title: Shader Usage Patterns
template: |
**Built-in Shaders:** {{builtin_shader_usage}}
**Custom Shaders:** {{custom_shader_requirements}}
**Shader Variants:** {{shader_variant_management}}
- id: shader-performance
title: Shader Performance Guidelines
template: |
**Mobile Optimization:** {{mobile_shader_optimization}}
**Performance Budgets:** {{shader_performance_budgets}}
**Profiling Guidelines:** {{shader_profiling_approach}}
- id: sprite-management
title: Sprite Management
instruction: |
Define sprite asset management and optimization strategies.
elicit: true
sections:
- id: sprite-organization
title: Sprite Organization
template: |
**Atlas Strategy:** {{sprite_atlas_organization}}
**Sprite Naming:** {{sprite_naming_conventions}}
**Import Settings:** {{sprite_import_settings}}
- id: sprite-optimization
title: Sprite Optimization
template: |
**Compression Settings:** {{sprite_compression_settings}}
**Resolution Strategy:** {{sprite_resolution_strategy}}
**Memory Optimization:** {{sprite_memory_optimization}}
- id: particle-systems
title: Particle System Architecture
instruction: |
Define particle system usage and optimization.
elicit: true
sections:
- id: particle-design
title: Particle System Design
template: |
**Effect Categories:** {{particle_effect_categories}}
**Prefab Organization:** {{particle_prefab_organization}}
**Pooling Strategy:** {{particle_pooling_implementation}}
- id: particle-performance
title: Particle Performance
template: |
**Performance Budgets:** {{particle_performance_budgets}}
**Mobile Optimization:** {{particle_mobile_optimization}}
**LOD Strategy:** {{particle_lod_implementation}}
- id: audio-architecture
title: Audio Architecture
instruction: |
Define audio system architecture and implementation.
elicit: true
sections:
- id: audio-system-design
title: Audio System Design
template: |
**Audio Manager:** {{audio_manager_implementation}}
**Audio Sources:** {{audio_source_management}}
**3D Audio:** {{spatial_audio_implementation}}
- id: audio-categories
title: Audio Categories
template: |
**Music System:** {{music_system_architecture}}
**Sound Effects:** {{sfx_system_design}}
**Voice/Dialog:** {{dialog_system_implementation}}
- id: audio-mixing
title: Audio Mixing Configuration
instruction: |
Define Unity Audio Mixer setup and configuration.
elicit: true
sections:
- id: mixer-setup
title: Audio Mixer Setup
template: |
**Mixer Groups:** {{audio_mixer_group_structure}}
**Effects Chain:** {{audio_effects_configuration}}
**Snapshot System:** {{audio_snapshot_usage}}
- id: dynamic-mixing
title: Dynamic Audio Mixing
template: |
**Volume Control:** {{volume_control_implementation}}
**Dynamic Range:** {{dynamic_range_management}}
**Platform Optimization:** {{platform_audio_optimization}}
- id: sound-banks
title: Sound Bank Management
instruction: |
Define sound asset organization and loading strategies.
elicit: true
sections:
- id: sound-organization
title: Sound Asset Organization
template: |
**Bank Structure:** {{sound_bank_organization}}
**Loading Strategy:** {{audio_loading_patterns}}
**Memory Management:** {{audio_memory_management}}
- id: sound-streaming
title: Audio Streaming
template: |
**Streaming Strategy:** {{audio_streaming_implementation}}
**Compression Settings:** {{audio_compression_settings}}
**Platform Considerations:** {{platform_audio_considerations}}
- id: unity-conventions
title: Unity Development Conventions
instruction: |
Define Unity-specific development conventions and best practices.
elicit: true
sections:
- id: unity-best-practices
title: Unity Best Practices
template: |
**Component Design:** {{unity_component_best_practices}}
**Performance Guidelines:** {{unity_performance_guidelines}}
**Memory Management:** {{unity_memory_best_practices}}
- id: unity-workflow
title: Unity Workflow Conventions
template: |
**Scene Workflow:** {{scene_workflow_conventions}}
**Prefab Workflow:** {{prefab_workflow_conventions}}
**Asset Workflow:** {{asset_workflow_conventions}}
- id: external-integrations
title: External Integrations
condition: Game requires external service integrations