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Session Handoff - CursorTest

Last updated: 2026-03-27

1) Repo status

  • 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.

2) What is already done

Game concept/docs

  • GDD_v0.1_灯影摸金.md created (high-level design).
  • GDD_v0.2_可执行内容表.md created (MVP executable content list).

Unity prototype (playable skeleton)

  • 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.

Implemented systems (Assets/Scripts/Core)

  • GameBootstrap.cs
  • GridBoard.cs
  • TurnSystem.cs
  • RuleCardSystem.cs
  • EnemyIntentSystem.cs
  • Unit.cs
  • UnitSystem.cs
  • BattleHud.cs

Current playable loop

  • 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 ChooseRuleCard until player picks
  • Live rule card effects (implemented):
    • 坎水逆行: player move range -1 for the round
    • 震位冲步: player move range +1 for the round
    • 镇煞符: enemy attack -1 for the round (can suppress to 0)
  • Rule card pool currently constrained to implemented cards only.

3) Known limitations / current issues

  • 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).

4) Next tasks (priority order)

  1. UI pass (minimal but clean)

    • Replace OnGUI text with Canvas UI:
      • selected unit
      • action availability
      • active rule card
      • round/phase
      • choose-rule-card panel
      • victory/defeat panel
  2. 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 == ...).
  3. 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).
  4. Tech cleanup

    • Add highlight pooling (avoid per-frame instantiate/destroy).
    • Split large UnitSystem into smaller services over time.
    • Add basic path blocking/path preview scaffolding.

5) Quick resume checklist (next computer)

  1. Open project in Unity 2022.3.x.
  2. Open scene: Assets/Scenes/SampleScene.unity.
  3. Verify DYMJ_Bootstrap exists and has all core components.
  4. Enter Play mode and test controls:
    • Tab, left click, right click, Space, and rule select 1/2/3.
  5. Continue from "Next tasks" section above.

6) Optional git commands after review

git add .
git commit -m "Advance tactical prototype with selectable rule cards and battle end loop"
git push