Last updated: 2026-03-27
- Git initialized in project root.
- Added Unity-focused
.gitignore. - Remote connected:
origin -> https://github.com/GeeMee/TacticGame.git - Default branch:
main(already pushed once)
Note:
- Keep tracking only
Assets/,Packages/,ProjectSettings/, and docs. Library/,Temp/,Logs/,UserSettings/are intentionally ignored.
GDD_v0.1_灯影摸金.mdcreated (high-level design).GDD_v0.2_可执行内容表.mdcreated (MVP executable content list).
- Scene:
Assets/Scenes/SampleScene.unity - Bootstrap object:
DYMJ_Bootstrap - Camera switched to top-down orthographic for grid tactics testing.
- Ground plane added (
BattleGround) for visible/clickable board area.
GameBootstrap.csGridBoard.csTurnSystem.csRuleCardSystem.csEnemyIntentSystem.csUnit.csUnitSystem.csBattleHud.cs
- Round flow runs:
- RoundStart -> ShowEnemyIntents -> ChooseRuleCard -> PlayerTurn -> EnemyTurn -> RoundEnd
- Enemy intents are calculated from unit positions.
- Win/Lose loop implemented:
- Enemy count reaches 0 -> Victory panel
- Player count reaches 0 -> Defeat panel
- Battle loop/input stops on result
- Player controls:
Tab: switch selected player unit- Left click: move selected unit
- Right click: attack adjacent enemy
Space: end player turn
- Runtime highlights:
- Selected unit marker
- Move range tiles
- Attackable adjacent enemy tiles
- Hover cell marker
- Rule cards are now manually selectable each round:
- UI buttons and keyboard
1/2/3 - Battle waits at
ChooseRuleCarduntil player picks
- UI buttons and keyboard
- Live rule card effects (implemented):
坎水逆行: player move range-1for the round震位冲步: player move range+1for the round镇煞符: enemy attack-1for the round (can suppress to 0)
- Rule card pool currently constrained to implemented cards only.
- UI is OnGUI-based prototype (functional, not production Canvas UI).
- Enemy AI is simple chase/adjacent attack.
- No pathfinding (Manhattan-distance + occupancy checks only).
- Runtime highlight tiles are generated/destroyed every frame (okay for MVP, should optimize later with pooling).
-
UI pass (minimal but clean)
- Replace
OnGUItext with Canvas UI:- selected unit
- action availability
- active rule card
- round/phase
- choose-rule-card panel
- victory/defeat panel
- Replace
-
Rule card expansion
- Add next real effects (
封门咒,分水诀,金石反震) one by one. - Add centralized round modifier container (avoid scattered
if card == ...).
- Add next real effects (
-
Action polish
- Explicit move/attack action consumption feedback.
- Show damage text and death feedback.
- Add simple tween for enemy move/attack (reduce “instant jump” feeling).
-
Tech cleanup
- Add highlight pooling (avoid per-frame instantiate/destroy).
- Split large
UnitSysteminto smaller services over time. - Add basic path blocking/path preview scaffolding.
- Open project in Unity 2022.3.x.
- Open scene:
Assets/Scenes/SampleScene.unity. - Verify
DYMJ_Bootstrapexists and has all core components. - Enter Play mode and test controls:
Tab, left click, right click,Space, and rule select1/2/3.
- Continue from "Next tasks" section above.
git add .
git commit -m "Advance tactical prototype with selectable rule cards and battle end loop"
git push