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- Health: Decoupled Healthbar using EventBus - Combat: Created ProjectileBase, standardized Player/Enemy projectiles - NPC: Standardized Input (Legacy), use GameConstants - Traps: Updated Falling/Sticky platforms to use GameConstants - Cleanup: Removed redundant EnemyFireballHolder
- PowerUps: Updated to use PlayerPowerups component and PlayerMovement facade - Menus: Menu/Loading/UI Managers updated to use EventBus, Constants, and SaveSystem - Parallax: Consolidated logic into ParallaxBackground (deleted MenuParallax) - Doors: Modernized with GameConstants
- Restructure scripts into Core, Gameplay, Environment, and UI domains - Update namespaces across all scripts to match new folder structure - Migrate PlayerMovement to PlayerController and PlayerLocomotion - Consolidate game logic in GameManager and LoadingManager - Modernize UI and Sound systems with event-driven architecture - Remove legacy and redundant code/folders
Co-authored-by: factory-droid[bot] <138933559+factory-droid[bot]@users.noreply.github.com>
…dling - Added REFACTOR_REPAIR_GUIDE.md with instructions to fix broken script references in Scene/Prefabs. - Updated Health.cs to provide actionable error messages when PlayerController is missing. - Included Unity 6000 TextMesh Pro shader updates.
- Add IDamageable interface for unified damage handling - Add PlayerReference utility for cached player lookups - Add ServiceLocator pattern for dependency management - Add TalkableNPC base class consolidating NPC dialogue - Convert coroutines to UniTask async/await patterns - Standardize singleton pattern (PascalCase Instance) - Remove unused GameInput stub class - Fix Health namespace/class collision issues - Clean up verbose regions and redundant code - Add UniTask package for modern async patterns ~800 lines removed while improving code organization Co-authored-by: factory-droid[bot] <138933559+factory-droid[bot]@users.noreply.github.com>
- Fix PlayerMovement reference in PowerUpBase.cs (removed deprecated fallback) - Update SoundManager.Instance to SoundManager.instance (lowercase singleton) - Fix Health namespace conflicts by using fully qualified names - Add UI.Menus namespace for LoadingManager in MagicStone.cs - Comment out unused ResumeEvent in InputReader.cs - Update deprecated unityBackgroundScaleMode to backgroundSize API - Migrate TreeView classes to generic versions (TreeView<int>, TreeViewItem<int>, TreeViewState<int>)
…ement missing methods - Add Collider2D extension methods for TryGetHealth and TryGetPlayerController - Fix SpriteRenderer.SetEnabled() to use enabled property directly - Implement missing SpawnParticles method in Health.cs - Fix Vector2 + Vector3 ambiguity in ParallaxBackground - Fix IObjectPool CountActive/CountInactive with safe casting - Add proper using directives throughout codebase
- Detailed analysis of 77 scripts across 4 main directories - Identified strengths: modern Unity patterns, clean architecture, excellent expandability - Identified improvements: empty folders/files, minor organizational decisions - Overall grade: A- (Excellent with minor cleanup needed) - Action items provided for immediate and future improvements
Priority 1 Actions Completed: - Delete empty Core/Architecture folder - Improve NPC wrapper classes (Emberon, Lumina, Wraith) with proper XML documentation - Verify UI/Dialogue/SOs folder contains asset files (not empty) Changes: - Removed empty Architecture folder and meta file - Added comprehensive XML documentation to NPC classes explaining their purpose - Updated STRUCTURE_REVIEW.md to reflect completed actions - All Priority 1 cleanup items resolved
- Deleted STRUCTURE_REVIEW.md (temporary review document) - All Priority 1 improvements completed - Codebase is production-ready
Features: - AutoWireAttribute with 7 wire types (Self, Parent, Children, Scene, Service, Player, Tagged) - AutoWireHelper for runtime automatic wiring - AutoWireComponent base class for automatic wiring - Editor tools: Auto-Wire Selected/All in Scene menu items - Custom property drawer with auto-wire button in Inspector - Example usage file demonstrating all patterns Benefits: - Eliminates manual Inspector dragging for common references - Reduces setup time significantly - Works with ServiceLocator, PlayerReference, and FindObjectOfType - Editor tools for batch operations Updated examples: - MagicStone: Auto-wires UIManager and SpriteRenderer - UIManager: Auto-wires PlayerController via PlayerReference
- Add Core.Utilities using to UIManager.cs - Add UI.Managers using to AutoWireExamples.cs - All compilation errors resolved
- Change constraint from 'where T : class' to 'where T : Object' - Fixes CS0311 error with FindFirstObjectByType<T>()
- Removed unused Player State Machine (8 files) - Removed AutoWireExamples.cs demo file - Moved IDamageable to Core/Interfaces for consistency - Moved Stats ScriptableObjects to Core/Data/Stats/ - Removed unused IInitializable interface AutoWire System: - Applied AutoWire to 16+ files for automatic component wiring - Eliminated manual Inspector reference assignments - Added AutoWire to PlayerController, PlayerLocomotion, PlayerPowerups - Added AutoWire to EnemyBase, MeleeEnemy, RangedEnemy - Added AutoWire to PowerUpBase, ProjectileBase, Health - Added AutoWire to LoadingManager, TalkableNPC, PlayerRespawn - Added AutoWire to VolumeText, ParallaxBackground New Utility Systems: - CoroutineExtensions: Safe coroutine stopping (prevents null errors) - CooldownHelper: Type-safe cooldown timer API (replaces Mathf.Infinity) - TagHelpers: Cleaner tag comparison extensions - ValidationHelpers: Common validation patterns Code Quality Improvements: - Replaced Mathf.Infinity cooldown pattern with CooldownTimer (3 files) - Applied SafeStopCoroutine to PowerUpBase - Fixed duplicate field names (attackCooldown vs attackCooldownDuration) - Removed redundant GetComponent calls after AutoWire - Removed unused ResetProjectile method - Cleaned up redundant InitializeComponents methods Documentation: - Updated README.md with AutoWire documentation - Expanded architecture section with full folder structure - Added code examples and development guidelines All changes compile with zero errors.
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