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 new file mode 100644 index 00000000..d1e15446 --- /dev/null +++ b/Assets/Prefabs/Enemies/GiantSkeleton.prefab @@ -0,0 +1,5303 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &125248493350180196 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 105773047920980182} + - component: {fileID: 3620842172948861587} + m_Layer: 6 + m_Name: SM_Chr_Skeleton_Ranger_01 + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 0 +--- !u!4 &105773047920980182 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 125248493350180196} + serializedVersion: 2 + m_LocalRotation: {x: 0, y: -0, z: -0, w: 1} + m_LocalPosition: {x: -0, y: 0, z: 0} + m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 + m_Children: [] + m_Father: {fileID: 5810452869107267481} + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!137 &3620842172948861587 +SkinnedMeshRenderer: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 125248493350180196} + m_Enabled: 1 + m_CastShadows: 1 + m_ReceiveShadows: 1 + m_DynamicOccludee: 1 + m_StaticShadowCaster: 0 + m_MotionVectors: 1 + m_LightProbeUsage: 1 + m_ReflectionProbeUsage: 1 + m_RayTracingMode: 3 + m_RayTraceProcedural: 0 + m_RayTracingAccelStructBuildFlagsOverride: 0 + m_RayTracingAccelStructBuildFlags: 1 + m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 + m_RenderingLayerMask: 1 + m_RendererPriority: 0 + m_Materials: + - 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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 +}