diff --git a/.continue/agents/new-config.yaml b/.continue/agents/new-config.yaml
new file mode 100644
index 00000000..e69de29b
diff --git a/.continue/rules/unity.md b/.continue/rules/unity.md
new file mode 100644
index 00000000..e4e01fdb
--- /dev/null
+++ b/.continue/rules/unity.md
@@ -0,0 +1,27 @@
+
+You are an Expert Unity Architect and Senior C# Game Developer. You are in agent mode. If you need to use multiple tools, you can call multiple read-only tools simultaneously. Always include the language and file name in the info string when you write code blocks.
+
+When generating, editing, or reviewing Unity code, you must strictly adhere to the following modern architectural standards:
+
+1. MODERN UNITY APIS & SYSTEMS
+- INPUT: NEVER use the legacy `UnityEngine.Input` class (e.g., Input.GetKeyDown). ALWAYS use the explicit Unity New Input System (`UnityEngine.InputSystem`). Prefer event-driven input handling via `InputActionReference` or generated C# wrapper classes rather than polling in Update.
+- RENDERING: Assume the project is using the Universal Render Pipeline (URP). Do not write shaders or material property blocks targeting the Built-in Render Pipeline.
+- UI: Prefer Unity UI Toolkit (UIElements) for editor scripting and complex menus, but fully support TextMeshPro (TMP) for world-space and standard Canvas UI. Never use the legacy `UnityEngine.UI.Text`.
+
+2. C# AND UNITY SCRIPTING STANDARDS
+- ENCAPSULATION: Never declare component variables as `public` just to expose them in the Inspector. ALWAYS use `[SerializeField] private` for Inspector variables.
+- PROPERTIES: Use C# properties (`{ get; private set; }`) for public read access.
+- NULL CHECKS: Use standard C# null checks (`if (myObject != null)`) or the null-conditional operator `?.` appropriately, but remember that Unity objects overload the `==` operator. Be cautious with `??` on MonoBehaviours.
+
+3. PERFORMANCE & MEMORY MANAGEMENT (CRITICAL)
+- THE UPDATE LOOP: Strictly avoid memory allocation (using the `new` keyword) inside `Update()`, `FixedUpdate()`, or `LateUpdate()` to prevent Garbage Collection (GC) spikes.
+- CACHING: Never use `GetComponent()`, `Camera.main`, or `FindObjectOfType()` inside of `Update()`. Cache these references in `Awake()` or `Start()`.
+- INSTANTIATION: Avoid frequent `Instantiate()` and `Destroy()` calls during active gameplay. Implement or recommend Object Pooling for projectiles, enemies, and frequently spawned effects.
+- STRING ALLOCATION: Avoid string concatenation inside loops or Update. Use `StringBuilder` where appropriate.
+
+4. AGENTIC BEHAVIOR & OUTPUT
+- When editing an existing file, read the file first to understand the context, namespaces, and dependencies.
+- Ensure all new scripts are wrapped in the appropriate project `namespace`.
+- If a user asks for a complex feature, break down the architectural approach briefly before writing the massive code block.
+- Write clean, self-documenting code. Use tooltips (`[Tooltip("...")]`) for complex serialized fields so the user understands them in the Unity Editor.
+
\ No newline at end of file
diff --git a/Assets/Prefabs/Enemies/GiantSkeleton.prefab b/Assets/Prefabs/Enemies/GiantSkeleton.prefab
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index 00000000..d1e15446
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diff --git a/Assets/Prefabs/Enemies/GiantSkeleton.prefab.meta b/Assets/Prefabs/Enemies/GiantSkeleton.prefab.meta
new file mode 100644
index 00000000..08fd6e7a
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@@ -0,0 +1,7 @@
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diff --git a/Assets/Scenes/SampleScene.unity b/Assets/Scenes/SampleScene.unity
index 6dfa6d67..72231136 100644
--- a/Assets/Scenes/SampleScene.unity
+++ b/Assets/Scenes/SampleScene.unity
@@ -6094,18 +6094,22 @@ MonoBehaviour:
- waveName: 2
enemyGroups:
- enemyPrefab: {fileID: 1338269576695384161, guid: f3ebf181315583946ab99bd8e72b95ca, type: 3}
- count: 15
+ count: 10
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+ count: 1
- waveName: 3
enemyGroups:
- enemyPrefab: {fileID: 1338269576695384161, guid: f3ebf181315583946ab99bd8e72b95ca, type: 3}
- count: 30
+ count: 15
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+ count: 5
spawnPoints:
- {fileID: 474074461}
- {fileID: 2102126507}
- {fileID: 296988591}
- {fileID: 94919680}
timeBetweenWaves: 10
- spawnStagger: 0.05
+ spawnStagger: 0.1
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m_PrefabInstance: {fileID: 1507968614}
m_PrefabAsset: {fileID: 0}
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+ m_Father: {fileID: 0}
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PrefabInstance:
m_ObjectHideFlags: 0
@@ -11388,6 +11424,18 @@ PrefabInstance:
propertyPath: m_Name
value: Player
objectReference: {fileID: 0}
+ - target: {fileID: 7283406797868594670, guid: 88103cd1988dbdf48b0cbd45064fca41, type: 3}
+ propertyPath: m_Convex
+ value: 1
+ objectReference: {fileID: 0}
+ - target: {fileID: 7341385148438205883, guid: 88103cd1988dbdf48b0cbd45064fca41, type: 3}
+ propertyPath: m_TagString
+ value: Player
+ objectReference: {fileID: 0}
+ - target: {fileID: 7865426038314773596, guid: 88103cd1988dbdf48b0cbd45064fca41, type: 3}
+ propertyPath: attackRadius
+ value: 2
+ objectReference: {fileID: 0}
- target: {fileID: 8271319272774240462, guid: 88103cd1988dbdf48b0cbd45064fca41, type: 3}
propertyPath: inputReader
value:
@@ -11484,6 +11532,36 @@ PrefabInstance:
m_AddedGameObjects: []
m_AddedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 38e545371951a1447b31fef0ec380c23, type: 3}
+--- !u!64 &6315758452743790694
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+ m_PrefabAsset: {fileID: 0}
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+ m_Material: {fileID: 0}
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m_AddedGameObjects: []
m_AddedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: af08875d2737dbc44a18f4f176870fbf, type: 3}
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m_AddedGameObjects: []
m_AddedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 662a422596914944c91e17df5847f460, type: 3}
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+ m_PrefabAsset: {fileID: 0}
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+ m_Children: []
+ m_Father: {fileID: 1533186843}
+ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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+ m_RendererPriority: 0
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+ m_StitchLightmapSeams: 1
+ m_SelectedEditorRenderState: 3
+ m_MinimumChartSize: 4
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+ m_AutoUVMaxAngle: 89
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@@ -11643,3 +11805,4 @@ SceneRoots:
- {fileID: 6959464452770703566}
- {fileID: 4233211546242127852}
- {fileID: 238664608}
+ - {fileID: 1533186843}
diff --git a/Assets/Scripts/EnemyAI.cs b/Assets/Scripts/EnemyAI.cs
index ae7a4196..cf9d00dd 100644
--- a/Assets/Scripts/EnemyAI.cs
+++ b/Assets/Scripts/EnemyAI.cs
@@ -52,7 +52,7 @@ public class EnemyAI : MonoBehaviour
// Add a random offset to the initial attack timer so the mob doesn't attack in perfectly unified sync
lastAttackTime = Time.time + Random.Range(0f, attackCooldown);
- //AssignTarget();
+ AssignTarget();
}
void Update()
diff --git a/Assets/Scripts/Pickup.cs b/Assets/Scripts/Pickup.cs
index 63521264..27b18918 100644
--- a/Assets/Scripts/Pickup.cs
+++ b/Assets/Scripts/Pickup.cs
@@ -6,23 +6,28 @@ public class Pickup : MonoBehaviour
public enum PickupType { Health, Strength, StunBomb }
[Header("Pickup Settings")]
- public PickupType type;
- public float rotationSpeed = 90f; // Gives it that classic video game spin
+ [SerializeField] private PickupType type;
+ [SerializeField] private float rotationSpeed = 90f; // Gives it that classic video game spin
[Header("Health Settings")]
- public int healAmount = 50;
- public GameObject healthVFX;
+ [SerializeField] private int healAmount = 50;
+ [SerializeField] private GameObject healthVFX;
[Header("Strength Settings")]
- public float strengthMultiplier = 2.0f; // Doubles damage and knockback
- public float strengthDuration = 10f;
- public GameObject strengthVFX;
+ [SerializeField] private float strengthMultiplier = 2.0f; // Doubles damage and knockback
+ [SerializeField] private float strengthDuration = 10f;
+ [SerializeField] private GameObject strengthVFX;
[Header("Stun Settings")]
- public float stunRadius = 8f;
- public float stunDuration = 5f;
- public LayerMask enemyLayer;
- public GameObject stunVFX;
+ [SerializeField] private float stunRadius = 8f;
+ [SerializeField] private float stunDuration = 5f;
+ [SerializeField] private LayerMask enemyLayer;
+ [SerializeField] private GameObject stunVFX;
+
+ // Cached components for performance
+ private PlayerHealth playerHealth;
+ private SyntyPlayerCombat syntyPlayerCombat;
+ private EnemyAI enemyAI;
void Update()
{
@@ -48,34 +53,97 @@ public class Pickup : MonoBehaviour
switch (type)
{
case PickupType.Health:
- PlayerHealth health = player.GetComponent();
- if (health != null) health.Heal(healAmount);
- Instantiate(healthVFX, player.transform.position + Vector3.up * 0.1f, player.transform.rotation, player.transform);
+ ApplyHealthPickup(player);
break;
case PickupType.Strength:
- SyntyPlayerCombat combat = player.GetComponent();
- if (combat != null) combat.ApplyStrengthBuff(strengthMultiplier, strengthDuration);
- Instantiate(strengthVFX, transform.position, transform.rotation);
+ ApplyStrengthPickup(player);
break;
case PickupType.StunBomb:
ExecuteStunBomb(transform.position);
- Instantiate(stunVFX, transform.position, transform.rotation);
break;
}
}
+ private void ApplyHealthPickup(GameObject player)
+ {
+ // Cache the component for performance
+ if (playerHealth == null)
+ {
+ playerHealth = player.GetComponent();
+ if (playerHealth == null)
+ playerHealth = player.GetComponentInParent();
+ }
+
+ if (playerHealth != null)
+ {
+ playerHealth.Heal(healAmount);
+ }
+ else
+ {
+ Debug.LogWarning("PlayerHealth component not found on player or its parent");
+ }
+
+ // Spawn VFX at pickup location
+ if (healthVFX != null)
+ {
+ Instantiate(healthVFX, transform.position, Quaternion.identity);
+ }
+
+ // Spawn VFX at player location
+ if (healthVFX != null && player != null)
+ {
+ Instantiate(healthVFX, player.transform.position + Vector3.up * 0.1f,
+ player.transform.rotation, player.transform);
+ }
+ }
+
+ private void ApplyStrengthPickup(GameObject player)
+ {
+ // Cache the component for performance
+ if (syntyPlayerCombat == null)
+ {
+ syntyPlayerCombat = player.GetComponent();
+ }
+
+ if (syntyPlayerCombat != null)
+ {
+ syntyPlayerCombat.ApplyStrengthBuff(strengthMultiplier, strengthDuration);
+ }
+ else
+ {
+ Debug.LogWarning("SyntyPlayerCombat component not found on player");
+ }
+
+ // Spawn VFX at pickup location
+ if (strengthVFX != null)
+ {
+ Instantiate(strengthVFX, transform.position, transform.rotation);
+ }
+ }
+
private void ExecuteStunBomb(Vector3 center)
{
Collider[] hitEnemies = Physics.OverlapSphere(center, stunRadius, enemyLayer);
foreach (Collider enemyCollider in hitEnemies)
{
- EnemyAI enemy = enemyCollider.GetComponentInParent();
- if (enemy != null)
+ // Cache the component for performance
+ if (enemyAI == null)
{
- enemy.ApplyStun(stunDuration);
+ enemyAI = enemyCollider.GetComponentInParent();
}
+
+ if (enemyAI != null)
+ {
+ enemyAI.ApplyStun(stunDuration);
+ }
+ }
+
+ // Spawn VFX at pickup location
+ if (stunVFX != null)
+ {
+ Instantiate(stunVFX, transform.position, transform.rotation);
}
}
@@ -87,4 +155,4 @@ public class Pickup : MonoBehaviour
Gizmos.DrawWireSphere(transform.position, stunRadius);
}
}
-}
\ No newline at end of file
+}