chunk 0: bootstrap config and project settings
This commit is contained in:
35
.gitattributes
vendored
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35
.gitattributes
vendored
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@@ -0,0 +1,35 @@
|
||||
# Normalize text files
|
||||
* text=auto eol=lf
|
||||
|
||||
# Unity serialized text assets
|
||||
*.meta text eol=lf
|
||||
*.unity text eol=lf
|
||||
*.prefab text eol=lf
|
||||
*.mat text eol=lf
|
||||
*.asset text eol=lf
|
||||
*.anim text eol=lf
|
||||
*.controller text eol=lf
|
||||
|
||||
# Git LFS tracked binaries (required)
|
||||
*.png filter=lfs diff=lfs merge=lfs -text
|
||||
*.jpg filter=lfs diff=lfs merge=lfs -text
|
||||
*.jpeg filter=lfs diff=lfs merge=lfs -text
|
||||
*.tga filter=lfs diff=lfs merge=lfs -text
|
||||
*.psd filter=lfs diff=lfs merge=lfs -text
|
||||
*.mp4 filter=lfs diff=lfs merge=lfs -text
|
||||
*.mov filter=lfs diff=lfs merge=lfs -text
|
||||
*.fbx filter=lfs diff=lfs merge=lfs -text
|
||||
*.obj filter=lfs diff=lfs merge=lfs -text
|
||||
*.wav filter=lfs diff=lfs merge=lfs -text
|
||||
*.mp3 filter=lfs diff=lfs merge=lfs -text
|
||||
*.ogg filter=lfs diff=lfs merge=lfs -text
|
||||
*.unitypackage filter=lfs diff=lfs merge=lfs -text
|
||||
|
||||
# Recommended additional large binary formats
|
||||
*.ttf filter=lfs diff=lfs merge=lfs -text
|
||||
*.otf filter=lfs diff=lfs merge=lfs -text
|
||||
*.zip filter=lfs diff=lfs merge=lfs -text
|
||||
*.7z filter=lfs diff=lfs merge=lfs -text
|
||||
*.rar filter=lfs diff=lfs merge=lfs -text
|
||||
*.blend filter=lfs diff=lfs merge=lfs -text
|
||||
*.exr filter=lfs diff=lfs merge=lfs -text
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||||
96
.gitignore
vendored
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96
.gitignore
vendored
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||||
# ==============================
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||||
# Unity + Gitea production ignore
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||||
# ==============================
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||||
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||||
# Keep only Unity source-of-truth folders at repo root
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||||
/*
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||||
!/.gitignore
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||||
!/.gitattributes
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||||
!/README.md
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||||
!/LICENSE
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||||
!/LICENSE.md
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||||
!/*analysis*.md
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||||
!/*[Aa][Nn][Aa][Ll][Yy][Ss][Ii][Ss]*.md
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||||
!/Assets/
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||||
!/Packages/
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||||
!/ProjectSettings/
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||||
|
||||
# Explicit local-only roots that must never be pushed
|
||||
/ServerData/
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||||
/wallet/
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||||
/.venv/
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||||
/ProfilerCaptures/
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||||
/UnityPlayerStub/
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||||
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||||
# Unity generated folders (redundant with root rule, kept for clarity)
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||||
[Ll]ibrary/
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[Tt]emp/
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[Ll]ogs/
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||||
[Oo]bj/
|
||||
[Bb]uild/
|
||||
[Bb]uilds/
|
||||
[Uu]ser[Ss]ettings/
|
||||
[Mm]emoryCaptures/
|
||||
[Rr]ecordings/
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||||
ProfilerCaptures/
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||||
|
||||
# IDE / tooling
|
||||
.vs/
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||||
.vscode/
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||||
.idea/
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||||
.consulo/
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||||
.history/
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||||
.trunk/
|
||||
.utmp/
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||||
.gradle/
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||||
|
||||
# Auto-generated solution / project files
|
||||
*.csproj
|
||||
*.unityproj
|
||||
*.sln
|
||||
*.slnx
|
||||
*.suo
|
||||
*.tmp
|
||||
*.user
|
||||
*.userprefs
|
||||
*.pidb
|
||||
*.booproj
|
||||
*.svd
|
||||
*.pdb
|
||||
*.mdb
|
||||
*.opendb
|
||||
*.VC.db
|
||||
ExportedObj/
|
||||
|
||||
# Unity crash / diagnostics
|
||||
sysinfo.txt
|
||||
mono_crash.*
|
||||
|
||||
# Generated build artifacts
|
||||
*.apk
|
||||
*.aab
|
||||
*.app
|
||||
|
||||
# Unity generated meta artifacts for ignored files
|
||||
*.pidb.meta
|
||||
*.pdb.meta
|
||||
*.mdb.meta
|
||||
|
||||
# Crashlytics
|
||||
crashlytics-build.properties
|
||||
|
||||
# Addressables generated player content
|
||||
/Assets/AddressableAssetsData/*/*.bin*
|
||||
/Assets/StreamingAssets/aa.meta
|
||||
/Assets/StreamingAssets/aa/*
|
||||
|
||||
# Very large import/recovery staging folders (local-only)
|
||||
/Assets/_Recovery/
|
||||
|
||||
# Optional sample/demo/tooling content (not required for runtime)
|
||||
/Assets/Samples/
|
||||
/Assets/wakatime.unity/
|
||||
/Assets/TextMesh Pro/Examples & Extras/
|
||||
/Assets/Joystick Pack/Examples/
|
||||
/Assets/Hovl Studio/Auras pack 2/Demo scene/
|
||||
/Assets/GooglePlayPlugins/com.google.play.assetdelivery/Samples/
|
||||
68
Packages/manifest.json
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68
Packages/manifest.json
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@@ -0,0 +1,68 @@
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||||
{
|
||||
"dependencies": {
|
||||
"com.unity.2d.enhancers": "1.0.0-pre.1",
|
||||
"com.unity.2d.sprite": "1.0.0",
|
||||
"com.unity.2d.tilemap": "1.0.0",
|
||||
"com.unity.addressables": "2.8.1",
|
||||
"com.unity.addressables.android": "1.0.9",
|
||||
"com.unity.ads": "4.16.4",
|
||||
"com.unity.ai.assistant": "1.0.0-pre.11",
|
||||
"com.unity.ai.generators": "1.7.0-pre.1",
|
||||
"com.unity.ai.inference": "2.5.0",
|
||||
"com.unity.ai.navigation": "2.0.10",
|
||||
"com.unity.ai.toolkit": "1.0.0-pre.17",
|
||||
"com.unity.analytics": "3.8.2",
|
||||
"com.unity.cinemachine": "2.10.5",
|
||||
"com.unity.collab-proxy": "2.11.3",
|
||||
"com.unity.device-simulator.devices": "1.0.1",
|
||||
"com.unity.dt.app-ui": "2.1.1",
|
||||
"com.unity.ide.rider": "3.0.39",
|
||||
"com.unity.ide.visualstudio": "2.0.26",
|
||||
"com.unity.inputsystem": "1.18.0",
|
||||
"com.unity.mobile.android-logcat": "1.4.7",
|
||||
"com.unity.multiplayer.center": "1.0.1",
|
||||
"com.unity.postprocessing": "3.5.1",
|
||||
"com.unity.purchasing": "4.14.2",
|
||||
"com.unity.render-pipelines.universal": "17.3.0",
|
||||
"com.unity.test-framework": "1.6.0",
|
||||
"com.unity.timeline": "1.8.10",
|
||||
"com.unity.ugui": "2.0.0",
|
||||
"com.unity.visualscripting": "1.9.9",
|
||||
"com.unity.xr.legacyinputhelpers": "2.1.13",
|
||||
"com.vanbassum.wakatime": "https://github.com/vanBassum/Wakatime.Unity.git",
|
||||
"com.unity.modules.accessibility": "1.0.0",
|
||||
"com.unity.modules.adaptiveperformance": "1.0.0",
|
||||
"com.unity.modules.ai": "1.0.0",
|
||||
"com.unity.modules.androidjni": "1.0.0",
|
||||
"com.unity.modules.animation": "1.0.0",
|
||||
"com.unity.modules.assetbundle": "1.0.0",
|
||||
"com.unity.modules.audio": "1.0.0",
|
||||
"com.unity.modules.cloth": "1.0.0",
|
||||
"com.unity.modules.director": "1.0.0",
|
||||
"com.unity.modules.imageconversion": "1.0.0",
|
||||
"com.unity.modules.imgui": "1.0.0",
|
||||
"com.unity.modules.jsonserialize": "1.0.0",
|
||||
"com.unity.modules.particlesystem": "1.0.0",
|
||||
"com.unity.modules.physics": "1.0.0",
|
||||
"com.unity.modules.physics2d": "1.0.0",
|
||||
"com.unity.modules.screencapture": "1.0.0",
|
||||
"com.unity.modules.terrain": "1.0.0",
|
||||
"com.unity.modules.terrainphysics": "1.0.0",
|
||||
"com.unity.modules.tilemap": "1.0.0",
|
||||
"com.unity.modules.ui": "1.0.0",
|
||||
"com.unity.modules.uielements": "1.0.0",
|
||||
"com.unity.modules.umbra": "1.0.0",
|
||||
"com.unity.modules.unityanalytics": "1.0.0",
|
||||
"com.unity.modules.unitywebrequest": "1.0.0",
|
||||
"com.unity.modules.unitywebrequestassetbundle": "1.0.0",
|
||||
"com.unity.modules.unitywebrequestaudio": "1.0.0",
|
||||
"com.unity.modules.unitywebrequesttexture": "1.0.0",
|
||||
"com.unity.modules.unitywebrequestwww": "1.0.0",
|
||||
"com.unity.modules.vectorgraphics": "1.0.0",
|
||||
"com.unity.modules.vehicles": "1.0.0",
|
||||
"com.unity.modules.video": "1.0.0",
|
||||
"com.unity.modules.vr": "1.0.0",
|
||||
"com.unity.modules.wind": "1.0.0",
|
||||
"com.unity.modules.xr": "1.0.0"
|
||||
}
|
||||
}
|
||||
757
Packages/packages-lock.json
Normal file
757
Packages/packages-lock.json
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@@ -0,0 +1,757 @@
|
||||
{
|
||||
"dependencies": {
|
||||
"com.unity.2d.common": {
|
||||
"version": "12.0.2",
|
||||
"depth": 1,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.burst": "1.8.4",
|
||||
"com.unity.2d.sprite": "1.0.0",
|
||||
"com.unity.collections": "2.4.3",
|
||||
"com.unity.mathematics": "1.1.0",
|
||||
"com.unity.modules.animation": "1.0.0",
|
||||
"com.unity.modules.uielements": "1.0.0",
|
||||
"com.unity.modules.imageconversion": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.2d.enhancers": {
|
||||
"version": "1.0.0-pre.1",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.2d.common": "11.0.0",
|
||||
"com.unity.ai.generators": "1.0.0-pre.3",
|
||||
"com.unity.settings-manager": "2.0.1",
|
||||
"com.unity.modules.uielements": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.2d.sprite": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.2d.tilemap": {
|
||||
"version": "1.0.0",
|
||||
"depth": 0,
|
||||
"source": "builtin",
|
||||
"dependencies": {
|
||||
"com.unity.modules.tilemap": "1.0.0",
|
||||
"com.unity.modules.uielements": "1.0.0"
|
||||
}
|
||||
},
|
||||
"com.unity.addressables": {
|
||||
"version": "2.8.1",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.profiling.core": "1.0.2",
|
||||
"com.unity.test-framework": "1.4.5",
|
||||
"com.unity.modules.assetbundle": "1.0.0",
|
||||
"com.unity.modules.jsonserialize": "1.0.0",
|
||||
"com.unity.modules.imageconversion": "1.0.0",
|
||||
"com.unity.modules.unitywebrequest": "1.0.0",
|
||||
"com.unity.scriptablebuildpipeline": "2.5.2",
|
||||
"com.unity.modules.unitywebrequestassetbundle": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.addressables.android": {
|
||||
"version": "1.0.9",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.addressables": "2.3.16",
|
||||
"com.unity.modules.androidjni": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.ads": {
|
||||
"version": "4.16.4",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.ugui": "1.0.0",
|
||||
"com.unity.modules.androidjni": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.ai.assistant": {
|
||||
"version": "1.0.0-pre.11",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.ai.toolkit": "1.0.0-pre.17",
|
||||
"com.unity.serialization": "3.1.1",
|
||||
"com.unity.nuget.newtonsoft-json": "3.2.1",
|
||||
"com.unity.modules.unitywebrequest": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.ai.generators": {
|
||||
"version": "1.7.0-pre.1",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.2d.sprite": "1.0.0",
|
||||
"com.unity.ai.toolkit": "1.7.0-pre.1",
|
||||
"com.unity.mathematics": "1.3.2",
|
||||
"com.unity.cloud.gltfast": "6.14.1",
|
||||
"com.unity.nuget.newtonsoft-json": "3.2.1"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.ai.inference": {
|
||||
"version": "2.5.0",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.burst": "1.8.17",
|
||||
"com.unity.dt.app-ui": "1.3.3",
|
||||
"com.unity.collections": "2.4.3",
|
||||
"com.unity.nuget.newtonsoft-json": "3.2.1",
|
||||
"com.unity.modules.imageconversion": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.ai.navigation": {
|
||||
"version": "2.0.10",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.modules.ai": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.ai.toolkit": {
|
||||
"version": "1.7.0-pre.1",
|
||||
"depth": 1,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.nuget.newtonsoft-json": "3.2.1"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.analytics": {
|
||||
"version": "3.8.2",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.ugui": "1.0.0",
|
||||
"com.unity.services.analytics": "1.0.4"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.burst": {
|
||||
"version": "1.8.28",
|
||||
"depth": 1,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.mathematics": "1.2.1",
|
||||
"com.unity.modules.jsonserialize": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.cinemachine": {
|
||||
"version": "2.10.5",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.test-framework": "1.1.31"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.cloud.gltfast": {
|
||||
"version": "6.14.1",
|
||||
"depth": 1,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.burst": "1.8.24",
|
||||
"com.unity.collections": "1.2.4",
|
||||
"com.unity.mathematics": "1.2.6",
|
||||
"com.unity.modules.jsonserialize": "1.0.0",
|
||||
"com.unity.modules.unitywebrequest": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.collab-proxy": {
|
||||
"version": "2.11.3",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.collections": {
|
||||
"version": "2.6.2",
|
||||
"depth": 1,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.burst": "1.8.23",
|
||||
"com.unity.mathematics": "1.3.2",
|
||||
"com.unity.test-framework": "1.4.6",
|
||||
"com.unity.nuget.mono-cecil": "1.11.5",
|
||||
"com.unity.test-framework.performance": "3.0.3"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.device-simulator.devices": {
|
||||
"version": "1.0.1",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.dt.app-ui": {
|
||||
"version": "2.1.1",
|
||||
"depth": 0,
|
||||
"source": "registry",
|
||||
"dependencies": {
|
||||
"com.unity.modules.physics": "1.0.0",
|
||||
"com.unity.modules.androidjni": "1.0.0",
|
||||
"com.unity.modules.uielements": "1.0.0",
|
||||
"com.unity.modules.screencapture": "1.0.0"
|
||||
},
|
||||
"url": "https://packages.unity.com"
|
||||
},
|
||||
"com.unity.ext.nunit": {
|
||||
"version": "2.0.5",
|
||||
"depth": 1,
|
||||
"source": "builtin",
|
||||
"dependencies": {}
|
||||
},
|
||||
"com.unity.ide.rider": {
|
||||
"version": "3.0.39",
|
||||
"depth": 0,
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23
ProjectSettings/AndroidResolverDependencies.xml
Normal file
23
ProjectSettings/AndroidResolverDependencies.xml
Normal file
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20
ProjectSettings/AudioManager.asset
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20
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Normal file
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6
ProjectSettings/ClusterInputManager.asset
Normal file
6
ProjectSettings/ClusterInputManager.asset
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41
ProjectSettings/DynamicsManager.asset
Normal file
41
ProjectSettings/DynamicsManager.asset
Normal file
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27
ProjectSettings/EditorBuildSettings.asset
Normal file
27
ProjectSettings/EditorBuildSettings.asset
Normal file
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48
ProjectSettings/EditorSettings.asset
Normal file
48
ProjectSettings/EditorSettings.asset
Normal file
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63
ProjectSettings/GraphicsSettings.asset
Normal file
63
ProjectSettings/GraphicsSettings.asset
Normal file
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6
ProjectSettings/GvhProjectSettings.xml
Normal file
6
ProjectSettings/GvhProjectSettings.xml
Normal file
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760
ProjectSettings/InputManager.asset
Normal file
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Normal file
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35
ProjectSettings/MemorySettings.asset
Normal file
35
ProjectSettings/MemorySettings.asset
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@@ -0,0 +1,35 @@
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ProjectSettings/MultiplayerManager.asset
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93
ProjectSettings/NavMeshAreas.asset
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93
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37
ProjectSettings/PackageManagerSettings.asset
Normal file
37
ProjectSettings/PackageManagerSettings.asset
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56
ProjectSettings/Physics2DSettings.asset
Normal file
56
ProjectSettings/Physics2DSettings.asset
Normal file
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ProjectSettings/PresetManager.asset
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7
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ProjectSettings/UnityConnectSettings.asset
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ProjectSettings/VFXManager.asset
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3
README.md
Normal file
3
README.md
Normal file
@@ -0,0 +1,3 @@
|
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Deviant Mobile V1.1.1
|
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New updates and changes will be used in this repo.
|
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This is the official Deviant Mobile Repo.
|
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512
STEP_A_PROJECT_ANALYSIS.md
Normal file
512
STEP_A_PROJECT_ANALYSIS.md
Normal file
@@ -0,0 +1,512 @@
|
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# STEP A — PROJECT ANALYSIS REPORT
|
||||
## Deviant Mobile — Senior Unity Mobile Optimization Audit
|
||||
---
|
||||
|
||||
## 1. PROJECT OVERVIEW
|
||||
|
||||
| Metric | Value |
|
||||
|--------|-------|
|
||||
| **Engine** | Unity 6 (URP 17.3.0) |
|
||||
| **Platform** | Android (arm64-v8a) / iOS 15+ |
|
||||
| **Genre** | 3v3 Fighting Game |
|
||||
| **Game Modes** | Cash System (objective-based), Practice (deathmatch) |
|
||||
| **Characters** | 6: Windham (Rabbit), Amira (Cheetah), Bahman (Eagle), Ziggy (Cat), Amon (Hammerhead), Imani (Hyena) |
|
||||
| **C# Scripts** | 202 |
|
||||
| **Prefabs** | 191 |
|
||||
| **Materials** | 371 |
|
||||
| **FBX Models** | 328 |
|
||||
| **Shaders** | 42 |
|
||||
| **Animation Files** | 3 (.anim) + 17 Animator Controllers in Resources |
|
||||
| **Scene Files** | 154 total (80 recovery duplicates, 2 main) |
|
||||
| **Total Assets Folder** | **28 GB** |
|
||||
| **DEVIS (art source)** | **26 GB** (92.8% of project) |
|
||||
| **Resources Folder** | 1.7 MB (6 character prefabs, 2 bags, 1 cash box, 17 animator controllers) |
|
||||
|
||||
---
|
||||
|
||||
## 2. ARCHITECTURE MAP
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────────────┐
|
||||
│ SCENE: Main Menu │
|
||||
│ ┌─────────────┐ ┌──────────────────┐ ┌──────────────────────┐ │
|
||||
│ │ GameManager │ │ SelectionOptions │ │ CharacterPrefabMgr │ │
|
||||
│ │ (Singleton) │ │ (DontDestroy) │ │ (DontDestroy) │ │
|
||||
│ │ Mode/Audio │ │ Team data+sprites│ │ Name→Prefab path map │ │
|
||||
│ └──────┬───────┘ └────────┬─────────┘ └──────────┬───────────┘ │
|
||||
│ │ │ │ │
|
||||
│ ┌──────┴──────────────────┴────────────────────────┴───────────┐ │
|
||||
│ │ CharacterSelection / ModeSelection │ │
|
||||
│ │ CashSystemCharacterSelection │ │
|
||||
│ └───────────────────────────┬───────────────────────────────────┘ │
|
||||
└──────────────────────────────┼──────────────────────────────────────┘
|
||||
│ LoadScene("Game")
|
||||
┌──────────────────────────────┼──────────────────────────────────────┐
|
||||
│ SCENE: Game │
|
||||
│ │
|
||||
│ ┌────────────────────────────────────────────────────────────────┐ │
|
||||
│ │ CORE INFRASTRUCTURE │ │
|
||||
│ │ ┌─────────────┐ ┌──────────┐ ┌───────────────────────┐ │ │
|
||||
│ │ │ GameEvents │ │ObjectPool│ │ EntityRegistry<T> │ │ │
|
||||
│ │ │ 25 static │ │ Queue │ │ Static per-type lists │ │ │
|
||||
│ │ │ Action<T> │ │ Generic │ │ FindNearest/Radius │ │ │
|
||||
│ │ └──────────────┘ └──────────┘ └───────────────────────┘ │ │
|
||||
│ └────────────────────────────────────────────────────────────────┘ │
|
||||
│ │
|
||||
│ ┌─────────────────────┐ ┌────────────────────────────────┐ │
|
||||
│ │ CashSystemManager │────▶│ CashBagSpawner (ObjectPool) │ │
|
||||
│ │ (Singleton, 1349L) │ │ CashBag (state machine) │ │
|
||||
│ │ Timer, Spawning, │ │ CashCarrier (per-character) │ │
|
||||
│ │ Switching, Win │ │ TeamVault (deposit/steal zone) │ │
|
||||
│ │ BuzzerBeater │ │ CashBoxImportController │ │
|
||||
│ └──────────┬──────────┘ └────────────────────────────────┘ │
|
||||
│ │ │
|
||||
│ ┌──────────┴──────────────────────────────────────────────────┐ │
|
||||
│ │ CHARACTER LAYER (×6) │ │
|
||||
│ │ ┌─────────────────┐ ┌──────────────────────┐ │ │
|
||||
│ │ │ Player-Controlled│ │ AI-Controlled (×5) │ │ │
|
||||
│ │ │ CharacterInput │ │ CharacterAIController│ │ │
|
||||
│ │ │ CharacterMovement│ │ + CashSystemAI │ │ │
|
||||
│ │ │ PlayerController │ │ + AIBrain (new) │ │ │
|
||||
│ │ └────────┬─────────┘ └──────────┬───────────┘ │ │
|
||||
│ │ │ │ │ │
|
||||
│ │ ┌────────┴────────────────────────┴──────────────────┐ │ │
|
||||
│ │ │ SHARED COMPONENTS │ │ │
|
||||
│ │ │ HealthNew (1259L!) │ StaminaSystem │ │ │
|
||||
│ │ │ CharacterMovement │ AnimationManager │ │ │
|
||||
│ │ │ TeamMember │ CashCarrier │ │ │
|
||||
│ │ │ EnemyTargetDetector │ FaceTargetOnAttack │ │ │
|
||||
│ │ └─────────────────────────────────────────────────────┘ │ │
|
||||
│ └──────────────────────────────────────────────────────────────┘ │
|
||||
│ │
|
||||
│ ┌──────────────────────────────────────────────────────────────┐ │
|
||||
│ │ UI LAYER │ │
|
||||
│ │ ┌────────────┐ ┌────────────┐ ┌───────────────────┐ │ │
|
||||
│ │ │CashSystemUI│ │TeamHUDPanel│ │ Minimap System │ │ │
|
||||
│ │ │ Timer,Vault│ │ Portraits │ │ MinimapManager │ │ │
|
||||
│ │ │ KillFeed │ │ Health Dial│ │ MinimapMarker(s) │ │ │
|
||||
│ │ │ Combo,Warn │ │ Switch tap │ │ EdgeIndicator │ │ │
|
||||
│ │ └────────────┘ └────────────┘ └───────────────────┘ │ │
|
||||
│ │ ┌────────────────┐ ┌─────────────────────┐ │ │
|
||||
│ │ │ PreMatchIntroUI │ │ MatchResultUI │ │ │
|
||||
│ │ │ 3v3 splash │ │ VICTORY/DEFEAT │ │ │
|
||||
│ │ │ Countdown │ │ per-mode stats │ │ │
|
||||
│ │ └────────────────┘ └─────────────────────┘ │ │
|
||||
│ └──────────────────────────────────────────────────────────────┘ │
|
||||
│ │
|
||||
│ ┌─────────────────────┐ ┌────────────────────────────────────┐ │
|
||||
│ │ Camera System │ │ Save System │ │
|
||||
│ │ CameraFollow │ │ SaveManager (DontDestroy) │ │
|
||||
│ │ CinemachineInput │ │ JsonDataService (XOR "encrypt") │ │
|
||||
│ │ CameraShake │ │ GameData (wins/losses/rank/XP) │ │
|
||||
│ └─────────────────────┘ └────────────────────────────────────┘ │
|
||||
│ │
|
||||
│ ┌─────────────────────────────────────────────────────────────┐ │
|
||||
│ │ Asset Loading (Custom) │ │
|
||||
│ │ RemoteAssetBundleManager → JSON catalog → bundle download │ │
|
||||
│ │ AssetBundleDownloadManager → loading screen progress │ │
|
||||
│ │ CustomAssetBundleSceneLoader → scene loader │ │
|
||||
│ └─────────────────────────────────────────────────────────────┘ │
|
||||
│ │
|
||||
│ ┌───────────────────────────────────────┐ │
|
||||
│ │ DISABLED: SpecialMoveCardSystem │ │
|
||||
│ │ (CARD_SYSTEM_DISABLED = true) │ │
|
||||
│ └───────────────────────────────────────┘ │
|
||||
└─────────────────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 3. SYSTEM-BY-SYSTEM ANALYSIS
|
||||
|
||||
### 3.1 MOVEMENT & AI SYSTEM
|
||||
|
||||
#### CharacterAIController (931 lines)
|
||||
- **Pattern:** Coroutine-based decision loop (0.3s tick, 0.8s far tick) — good AI LOD
|
||||
- **Strengths:** Distance-based decision throttling, NavMeshAgent-based, Camera.main cached at Awake
|
||||
- **Concerns:**
|
||||
- `FixedUpdate()` runs scale protection (`transform.localScale != originalScale`) every physics tick on every AI — workaround for FBX baked curves that should be fixed at import
|
||||
- `cachedPlayerManager` declared but potentially never populated
|
||||
|
||||
#### EnemyAIController (270 lines) + TeamAIController (266 lines)
|
||||
- **Pattern:** Separate coroutine-based controllers for enemy/ally AI
|
||||
- **CRITICAL:** These appear **redundant** with `CharacterAIController` — three separate AI controller classes handling overlapping roles = maintenance nightmare
|
||||
- **Concerns:** `Debug.Log` on every `OnEnable`/`OnDisable` — string allocation in production
|
||||
|
||||
#### CashSystemAI (741 lines)
|
||||
- **Pattern:** Weighted utility scorer with AI roles (Balanced, Collector, Defender, Aggressor)
|
||||
- **CRITICAL:** Coexists with `AIBrain` — the newer replacement system. Both gate on `isCashSystemSelected`. Unclear which is active at runtime.
|
||||
- **Strengths:** 0.3s decision interval, state minimum duration preventing thrashing
|
||||
|
||||
#### AIBrain (353 lines) — NEW SYSTEM
|
||||
- **Pattern:** Modular AI with `UtilityScorer`, `AIBlackboard`, `AIPerceptionSystem`, `AINavigationHelper`
|
||||
- **Strengths:** 3-tier distance-based LOD ticking (0.3s / 0.5s / 1.0s), zero `FindObjectOfType`, pluggable actions
|
||||
- **Concern:** Coexists with legacy `CashSystemAI` — migration incomplete
|
||||
|
||||
#### AIPerceptionSystem (242 lines)
|
||||
- **Pattern:** Zero-alloc detection via `Physics.OverlapSphereNonAlloc`, memory system with `_lastKnownPositions`
|
||||
- **Strengths:** Static shared collider buffer (safe in single-threaded Unity), FOV-filtered
|
||||
- **Concern:** Static `Collider[32]` buffer — size is fine for 3v3 but architecture couples all instances
|
||||
|
||||
#### CharacterMovement (582 lines)
|
||||
- **CRITICAL BUG:** Heavy use of **static fields** (`jump`, `jumpForce`, `gravity`, `isSprinting`, `turnSpeed`, `targetDirection`) — ALL CharacterMovement instances share the same values. Setting gravity for one character changes it for all 6. This is a **game-breaking bug** in 3v3 mode.
|
||||
- **Concern:** Multiple `Debug.Log` including input values that could fire per-frame
|
||||
- **Concern:** Dual input paths (legacy `PlayerScript` + new `CharacterInputHandler`) adds complexity
|
||||
|
||||
### 3.2 CASH SYSTEM
|
||||
|
||||
#### CashSystemManager (1349 lines) — GOD CLASS
|
||||
- **CRITICAL:** `Update()` fires `GameEvents.FireTimerUpdated(matchTimer)` **EVERY FRAME**. All UI subscribers process this every frame. Should throttle to ~4Hz.
|
||||
- **Concern:** 1349 lines handling spawning, timer, switching, win conditions, buzzer mechanic — massive SRP violation
|
||||
- **Concern:** `Start()` creates multiple manager singletons via `new GameObject()` + `AddComponent()` — fragile order-dependent init
|
||||
- **Concern:** 20+ `Debug.Log` calls with string interpolation
|
||||
|
||||
#### CashBagSpawner (345 lines) — CLEAN
|
||||
- **Strengths:** Uses `ObjectPool` for zero-runtime allocation spawning, coroutine-based waves, `EntityRegistry` for distance checks
|
||||
- **One of the cleanest classes in the codebase**
|
||||
|
||||
#### CashBag (416 lines)
|
||||
- **Concern:** `Update()` runs idle animation (rotation+bobbing) every frame on every active bag (up to 15). Could use coroutine or be batched by spawner.
|
||||
- **Concern:** Drop despawn timer uses per-frame deltaTime accumulation — coroutine would be cleaner
|
||||
|
||||
#### CashCarrier (375 lines)
|
||||
- **Concern:** Dual cash tracking (`_legacyCash` float + `_carriedBags` list) — legacy compatibility dead weight
|
||||
|
||||
#### TeamVault (357 lines)
|
||||
- **Strengths:** Coroutine-based magnet pulse (0.3s interval), event-driven deposit/steal notifications
|
||||
- **No issues:** Clean implementation
|
||||
|
||||
#### CashBoxImportController (680 lines)
|
||||
- **Concern:** 680 lines for an import animation — camera manipulation (reparenting, position override) is fragile and could conflict with CinemachineFollow
|
||||
|
||||
### 3.3 UI SYSTEM
|
||||
|
||||
#### CashSystemUI (643 lines)
|
||||
- **Strengths:** Fully event-driven (14 GameEvents subscriptions), no polling, `_dirtyVault` flag for efficient LateUpdate
|
||||
- **Concern:** 643 lines with 14+ event handlers — could be decomposed into TimerUI, ScoreUI, KillFeedUI, etc.
|
||||
|
||||
#### TeamHUDPanel (365 lines)
|
||||
- **Concern:** Parallel list pattern (6 separate lists indexed together: portraits, health dials, backgrounds, name labels, dead overlays, highlight borders) — fragile. Should be a `TeamSlot` struct/class array.
|
||||
- **Concern:** Likely Updates health dials per-frame on all team members — should be event-driven on `OnHealthChanged`
|
||||
|
||||
#### MatchResultUI (654 lines)
|
||||
- **CRITICAL:** Sets `Time.fixedDeltaTime = 0f` to freeze physics. If scene reloads or restart is triggered without restoring this, **physics is permanently broken**.
|
||||
- **Strengths:** Clean mode-specific stats display (Cash System vs Practice)
|
||||
|
||||
#### PreMatchIntroUI (430 lines)
|
||||
- **Strengths:** Coroutine-driven, no per-frame cost when hidden
|
||||
- **Uses sprites from SelectionOptions (recently fixed)**
|
||||
|
||||
#### MinimapManager (209 lines)
|
||||
- **CONCERN:** Calls `FindObjectOfType<CashSystemManager>()` every ~1s via `FindPlayer()`. Should use `CashSystemManager.Instance` (singleton already exists).
|
||||
|
||||
### 3.4 CORE INFRASTRUCTURE
|
||||
|
||||
#### GameEvents (155 lines) — CRITICAL ARCHITECTURE
|
||||
- **Strengths:** ~25 static `Action<T>` events with `?.Invoke()` — zero allocation pub/sub
|
||||
- **CRITICAL:** **No event cleanup on scene unload.** Static events persist across scenes. If a subscriber is destroyed without unsubscribing, the delegate holds a reference to a destroyed object → `MissingReferenceException`. Needs a `ClearAll()` method called on scene transitions.
|
||||
|
||||
#### ObjectPool (290 lines)
|
||||
- **Concern:** `PooledObject.Update()` runs every frame on every pooled object with `autoReturnDelay > 0` — adds up with many VFX pooled objects
|
||||
- **Concern:** `ReturnAll()` creates `new List<GameObject>(_inUse)` — allocation during return operation
|
||||
- **Concern:** `DontDestroyOnLoad` on pool containers means pools survive scene changes but references to scene objects become stale
|
||||
|
||||
#### EntityRegistry<T> (90 lines)
|
||||
- **Strengths:** Generic static registry replacing `FindObjectsOfType`, O(1) register, O(n) queries
|
||||
- **Concern:** `Register()` uses `List.Contains()` — O(n) dedup check on every register. Should use HashSet.
|
||||
- **Concern:** Lambda predicates in `FindNearest`/`FindWithinRadius` may allocate closures if not cached
|
||||
|
||||
#### CharacterPrefabManager (206 lines)
|
||||
- **Concern:** Hardcoded path strings (`"Rabbit"`, `"Cheetah"`) — should be data-driven via ScriptableObject
|
||||
- **Note:** `aiPrefabPaths` dictionary may be redundant (comment says "AI NOW USES SAME UNIFIED PREFABS AS PLAYER")
|
||||
|
||||
#### GameManager (402 lines)
|
||||
- **Concern:** Static `Instance` without clear `DontDestroyOnLoad` guard — possible double-instantiation
|
||||
- **Concern:** Commented-out code blocks throughout — dead code
|
||||
|
||||
### 3.5 PLAYER SYSTEM
|
||||
|
||||
#### HealthNew (1259 lines) — **WORST GOD CLASS**
|
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- **CRITICAL:** `Update()` runs every frame on **EVERY character** (6 in 3v3):
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- Sets `healthSlider.value` even when health hasn't changed
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- Calls `Camera.WorldToScreenPoint()` for AI health bar positioning every frame
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- Checks particle VFX state based on health threshold per frame
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- **CRITICAL:** 1259 lines mixing health logic, damage processing, health bar UI, death screen, reward screen, stamina, VFX — massive SRP violation
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- **Concern:** `FindObjectOfType<PlayerManagerNew>()` in death/game-over paths
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- **Concern:** 20+ `Debug.Log` calls
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- **Concern:** `Instantiate(healthBarPrefab)` per character in Start without pooling
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|
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#### CharacterInputHandler (357 lines)
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- **Strengths:** Enabled/disabled on character switch (only 1 active at a time), cached components
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- **Concern:** Public fields (`block`, `dodge`, `attackEnabled`) without validation — external code can modify freely
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### 3.6 COMBAT SYSTEM
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#### EnemyTargetDetector (212 lines)
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- **Strengths:** Zero-allocation design with pre-allocated collider buffer, `OverlapSphereNonAlloc`, FOV/LOS filtering — **excellent mobile practice**
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#### FaceTargetOnAttack (254 lines)
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- **Strengths:** `Update()` early-returns when `!assistActive` (near-zero idle cost), `HashSet<string>` for O(1) animation lookup, proper event subscribe/unsubscribe lifecycle
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### 3.7 SAVE SYSTEM
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#### SaveManager (176 lines)
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- **Concern:** `async void` on `SaveGame()` and `InitializeSaveSystem()` — unobserved exceptions risk silent failures
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- **Concern:** Each stat mutation (`AddWin`, `AddLoss`, `AddMatch`) triggers immediate save — no batching/debouncing
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- **Dead code:** Server sync entirely commented out
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#### JsonDataService (82 lines)
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- **CONCERN:** XOR cipher with hardcoded key `"YOUR_ENCRYPTION_KEY"` — zero security
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- **Concern:** Synchronous file I/O on main thread — small data but could hitch on slow storage
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#### GameData (51 lines)
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- **No schema versioning** — field changes break old saves silently
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- **Mixes UI state** (`completed_missions_toAnimate`, `animation_status`) into persistent data
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- **No currency/gem fields** — shop system unimplemented
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### 3.8 ASSET LOADING
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#### RemoteAssetBundleManager (664 lines)
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- **Custom replacement for Unity Addressables** — JSON catalog from remote server, coroutine-based download
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- **Concern:** Addressables package (2.8.1) still in manifest.json despite being fully replaced — wasted dependency
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- **Strengths:** Configurable memory cleanup (`Resources.UnloadUnusedAssets + GC.Collect`), retry logic, stall detection
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### 3.9 SPECIAL MOVE CARD SYSTEM
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#### CardSpawner — `CARD_SYSTEM_DISABLED = true`
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- **Entire subsystem is dead code** — the card system is globally disabled
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- **No pooling** — cards use `Instantiate`/`Destroy` per spawn cycle
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### 3.10 PLAYER MANAGEMENT
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#### PlayerManagerNew (330 lines)
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- **Concern:** `GameObject.Find("GameStatsManager")` in Awake — string-based lookup wrapped in try-catch swallowing errors
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- **Concern:** `Update()` polls `retry` and `pause` bools every frame — should be event-driven
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- **Mixes responsibilities:** gameplay state + audio settings + UI management
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#### AnimationManager (319 lines)
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- **Concern:** Uses **reflection** (`typeof(AnimationNames).GetFields()`) to auto-populate animation mappings — unnecessary when a static dictionary would suffice
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- **Concern:** 50+ lines of manual animation name remapping — should be data-driven (SO/JSON)
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---
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## 4. CRITICAL PERFORMANCE ANTI-PATTERNS
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### 🔴 SEVERITY: CRITICAL (fix immediately)
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| # | Anti-Pattern | Location | Impact |
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|---|---|---|---|
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| 1 | **Static fields in CharacterMovement** shared across ALL instances | `CharacterMovement.cs` | Game-breaking: changing gravity/jump for one character affects all 6 |
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| 2 | **Timer event fires every frame** | `CashSystemManager.Update()` → `GameEvents.FireTimerUpdated()` | All subscribers (CashSystemUI etc.) process every frame unnecessarily |
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| 3 | **HealthNew.Update() on all 6 characters** sets slider, repositions bars, checks VFX | `HealthNew.cs` | 6× per-frame: Camera.WorldToScreenPoint + slider.value + VFX check |
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| 4 | **Time.fixedDeltaTime = 0f never restored** | `MatchResultUI.Show()` | Physics permanently broken after match result if scene not fully reloaded |
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| 5 | **No GameEvents.ClearAll() on scene transitions** | `GameEvents.cs` | MissingReferenceException on scene reload — delegates hold dead references |
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### 🟠 SEVERITY: HIGH (fix before release)
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| # | Anti-Pattern | Location | Impact |
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|---|---|---|---|
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| 6 | 26 GB DEVIS folder in project | `Assets/DEVIS/` | 92.8% of project size — should be excluded from version control and builds |
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| 7 | 80 recovery scene duplicates | `Assets/_Recovery/` | 348 MB of dead scene files |
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| 8 | 17 duplicate animator controllers in Resources | `Assets/Resources/` | All loaded into memory at build time (Resources folder = always included) |
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| 9 | 50+ `Debug.Log` calls with string interpolation | Multiple files | GC allocation per log call on mobile; string.Format boxing |
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| 10 | Addressables package still in manifest | `Packages/manifest.json` | Unused 2.8.1 dependency bloating build; conflicts with custom bundle system |
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| 11 | PostProcessing v2 alongside URP | `Packages/manifest.json` | Redundant — URP has built-in Volume post-processing |
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| 12 | Android Target SDK 30 | `ProjectSettings.asset` | Google Play requires API 34+ since Aug 2024 — **blocks store submission** |
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| 13 | Gamma color space | `ProjectSettings.asset` | Incorrect lighting/HDR with URP; Linear required for physically-correct rendering |
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| 14 | Engine code stripping disabled | `ProjectSettings.asset` | Significantly larger APK/AAB |
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| 15 | GPU Skinning disabled | `ProjectSettings.asset` | 6 skinned characters = CPU skinning bottleneck on mobile |
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### 🟡 SEVERITY: MEDIUM (optimize for performance)
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| # | Anti-Pattern | Location | Impact |
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|---|---|---|---|
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| 16 | `FindObjectOfType<CashSystemManager>()` every ~1s | `MinimapManager.FindPlayer()` | Should use existing singleton Instance |
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| 17 | `FindObjectOfType<PlayerManagerNew>()` in death paths | `HealthNew.cs` | Runtime lookup on critical path |
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| 18 | `GameObject.Find("GameStatsManager")` in Awake | `PlayerManagerNew.cs` | String-based runtime lookup |
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| 19 | `PooledObject.Update()` per-frame timer on all pooled objects | `ObjectPool.cs` | Per-frame cost scales with pool size |
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| 20 | CashBag.Update() idle animation on 15 bags | `CashBag.cs` | 15 Update calls for visual-only bobbing |
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| 21 | `EntityRegistry.Register()` uses List.Contains() | `EntityRegistry.cs` | O(n) dedup on every register call |
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| 22 | Reflection for animation mapping | `AnimationManager.cs` | `typeof().GetFields()` in Awake — unnecessary |
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| 23 | `GetComponent<InputToAnimation>()` per attack event | `PlayerController.cs` | Uncached component lookup on input event |
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| 24 | 3 redundant AI controller classes | Multiple files | Maintenance burden: CharacterAIController, EnemyAIController, TeamAIController |
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| 25 | SaveManager writes per stat mutation (no batching) | `SaveManager.cs` | Multiple rapid file writes after match end |
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| 26 | `async void` on save methods | `SaveManager.cs` | Unobserved exception risk |
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---
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## 5. MISSING FEATURES / GAPS
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| Feature | Status | Notes |
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|---------|--------|-------|
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| **Shop/Currency System** | ❌ Not implemented | Unity IAP (4.14.2) in manifest but no ShopManager code |
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| **Online Multiplayer** | ❌ Not implemented | No Netcode/Photon/Mirror packages found |
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| **Analytics Integration** | ⚠️ Package only | `com.unity.analytics` present but no custom event tracking in code |
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| **Localization** | ❌ Not implemented | All strings hardcoded in English |
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| **Accessibility** | ❌ Not implemented | No colorblind mode, no text scaling, no screen reader support |
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| **Data Versioning** | ❌ Missing | `GameData` has no schema version field — save migration impossible |
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| **Crash Reporting** | ❌ Not implemented | `mono_crash.mem.*.blob` files present in root — crashes happening but not tracked |
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| **Performance Profiling Hooks** | ❌ Not implemented | No custom profiler markers, no frame budget tracking |
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| **Memory Budget System** | ❌ Not implemented | No texture quality tiers, no LOD on models |
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| **Loading Screen Tips** | ⚠️ Hardcoded | Hint strings in `AssetBundleDownloadManager` are not data-driven |
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| **Tutorial/Onboarding** | ❌ Not found | No tutorial system scripts |
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---
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## 6. DEPENDENCY AUDIT
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### Packages to REMOVE (unused/redundant):
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| Package | Reason |
|
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|---------|--------|
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| `com.unity.addressables` 2.8.1 | Fully replaced by custom `RemoteAssetBundleManager` |
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| `com.unity.addressables.android` 1.0.9 | Same — custom system replaces this |
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| `com.unity.postprocessing` 3.5.1 | Redundant with URP Volume-based post-processing |
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| `com.unity.visualscripting` 1.9.9 | No evidence of use in codebase |
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| `com.unity.ai.assistant` + `.generators` + `.inference` + `.toolkit` | Pre-release AI tools — editor bloat |
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|
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### Packages to UPDATE:
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| Package | Current | Required | Reason |
|
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|---------|---------|----------|--------|
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| `com.unity.cinemachine` | 2.10.5 | 3.x | CinemachineV2 is legacy; V3 has better mobile perf |
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|
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---
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|
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## 7. ASSET SIZE BREAKDOWN
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|
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```
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Assets Total: 28.0 GB
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├── DEVIS/ (art source): 26.0 GB ← 92.8% — MUST exclude from build
|
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├── _Recovery/: 348 MB ← DELETE (80 duplicate scenes)
|
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├── UI/: 234 MB
|
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├── Future UI Sound Lib: 220 MB ← Audit: likely includes unused sounds
|
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├── LowPoly Fantasy Bags: 131 MB
|
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├── Scenes/: 89 MB ← 2 main scenes = 81 MB (40+41 MB each!)
|
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├── Material/: 80 MB
|
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├── New UI/: 60 MB
|
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├── GooglePlayPlugins/: 43 MB
|
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├── Hovl Studio/: 38 MB
|
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├── Audio/: 23 MB
|
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├── Hit & Slashes copy: 18 MB
|
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├── Scripts/: 2.9 MB
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├── Resources/: 1.7 MB
|
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└── Everything else: ~5 MB
|
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```
|
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|
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### Critical Asset Concerns:
|
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1. **Scene files are 40+ MB each** — `Game.unity` and `CITY_DONE.unity` are bloated. Likely contain embedded lightmaps, navigation data, or un-stripped mesh data.
|
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2. **371 materials for a 6-character fighting game** — many are likely unused asset store imports.
|
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3. **328 FBX models** — far more than needed for 6 characters + 1 arena. Audit for unused models.
|
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4. **Textures >1MB:** PBR diffuse/normal maps up to 24 MB — uncompressed PNGs that should use ASTC compression on mobile.
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5. **"Future UI Sound Library" (220 MB)** and **"Hit & Slashes Vol.3 copy" (18 MB)** — asset store packs likely containing mostly unused audio.
|
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|
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---
|
||||
|
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## 8. SINGLETON REGISTRY
|
||||
|
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| Singleton | Pattern | DontDestroyOnLoad | Notes |
|
||||
|-----------|---------|-------------------|-------|
|
||||
| `GameManager` | Manual static Instance | ⚠️ Unclear | May double-instantiate on scene reload |
|
||||
| `SelectionOptions` | Manual static Instance | ✅ Yes | Carries team data + sprites cross-scene |
|
||||
| `CharacterPrefabManager` | Manual static Instance | ✅ Yes | Name → prefab path map |
|
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| `CashSystemManager` | Manual static Instance | ❌ No | Per-scene lifetime |
|
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| `SaveManager` | Manual static Instance | ✅ Yes | File I/O |
|
||||
| `UIManager` | Generic `Singleton<T>` base | ⚠️ Via base | Thin wrapper |
|
||||
| `RemoteAssetBundleManager` | Lazy auto-creation | ✅ Yes | Can create orphans during shutdown |
|
||||
| `PoolManager` | Manual static Instance | ✅ Yes | Pool registry |
|
||||
|
||||
**No service locator or DI container.** All inter-system communication is via:
|
||||
1. Singleton references (`CashSystemManager.Instance`, etc.)
|
||||
2. Static event bus (`GameEvents`)
|
||||
3. `FindObjectOfType` / `GameObject.Find` (legacy patterns still present)
|
||||
|
||||
---
|
||||
|
||||
## 9. EVENT FLOW DIAGRAM
|
||||
|
||||
```
|
||||
MATCH START
|
||||
│
|
||||
PreMatchIntroUI.Show()
|
||||
│
|
||||
┌──────────┴──────────┐
|
||||
│ │
|
||||
SpawnTeams() IntroSequence()
|
||||
│ │
|
||||
│ 3-2-1-FIGHT!
|
||||
│ │
|
||||
cashUI.ShowHUD() intro.IsComplete = true
|
||||
│
|
||||
▼
|
||||
┌─────────────────────────────────────────────┐
|
||||
│ GAMEPLAY LOOP │
|
||||
│ │
|
||||
│ CashSystemManager.Update() │
|
||||
│ ├── FireTimerUpdated(timer) ────────▶ CashSystemUI.OnTimerUpdated()
|
||||
│ ├── FireScoreChanged(team,score) ───▶ CashSystemUI.OnScoreChanged()
|
||||
│ ├── Check win threshold │
|
||||
│ └── Check buzzer beater │
|
||||
│ │
|
||||
│ CashBagSpawner (wave coroutine) │
|
||||
│ ├── Pool.Get() → CashBag │
|
||||
│ └── EntityRegistry.Register(bag) │
|
||||
│ │
|
||||
│ CashBag ──OnTriggerEnter──▶ CashCarrier.AddBag()
|
||||
│ ├── FireBagPickedUp() ──────▶ CashSystemUI pickup flash
|
||||
│ └── FireBagPickedUp() ──────▶ MatchStatTracker.OnBagPickedUp()
|
||||
│ │
|
||||
│ TeamVault.MagnetPulse → Deposit │
|
||||
│ ├── FireCashDeposited() ────▶ CashSystemUI vault bars
|
||||
│ └── FireCashDeposited() ────▶ MatchStatTracker
|
||||
│ │
|
||||
│ HealthNew.TakeDamage() │
|
||||
│ ├── FireDamageDealt() ──────▶ MatchStatTracker
|
||||
│ └── Death → FireKill() ─────▶ CashSystemUI kill feed
|
||||
│ │
|
||||
│ Character Switch (tap TeamHUDPanel) │
|
||||
│ └── FireCharacterSwitched() ──▶ CashSystemUI, Minimap
|
||||
└──────────────────────┬──────────────────────┘
|
||||
│
|
||||
Timer expires / threshold hit
|
||||
│
|
||||
FireMatchResult(playerWon)
|
||||
│
|
||||
MatchResultUI.Show(playerWon)
|
||||
├── Time.timeScale = 0
|
||||
├── PopulateStats()
|
||||
└── SaveManager.AddWin/Loss()
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 10. PRIORITY RANKING FOR OPTIMIZATION
|
||||
|
||||
### Tier 1 — Ship-Blocking (must fix before any build)
|
||||
1. **Static fields in CharacterMovement** — game-breaking shared state
|
||||
2. **Android Target SDK 30** — Google Play store rejection
|
||||
3. **Time.fixedDeltaTime = 0f** not restored — breaks physics
|
||||
4. **GameEvents.ClearAll() missing** — MissingReferenceException on scene reload
|
||||
|
||||
### Tier 2 — Performance-Critical (major FPS/memory impact)
|
||||
5. **HealthNew God Class refactor** — 6× per-frame Update is the biggest performance drain
|
||||
6. **Timer event throttling** — reduce `FireTimerUpdated` from 60Hz to 4Hz
|
||||
7. **26 GB DEVIS folder** — exclude from build/VCS
|
||||
8. **Delete _Recovery folder** — 348 MB of dead scenes
|
||||
9. **Strip Debug.Log calls** — 50+ string allocations per frame on mobile
|
||||
10. **Enable engine code stripping** — reduce APK size significantly
|
||||
11. **Enable GPU Skinning** — offload 6-character skinning to GPU
|
||||
12. **Switch to Linear color space** — correct URP lighting
|
||||
|
||||
### Tier 3 — Architectural Debt (prevents feature development)
|
||||
13. Consolidate 3 AI controllers into 1 unified system
|
||||
14. Complete AIBrain migration (remove CashSystemAI)
|
||||
15. Refactor HealthNew into Health + HealthBarUI + DeathHandler
|
||||
16. Add save data versioning
|
||||
17. Remove unused packages (Addressables, PPv2, Visual Scripting)
|
||||
18. Replace `FindObjectOfType` / `GameObject.Find` with singleton/registry
|
||||
19. Audit 371 materials, 328 models, 191 prefabs for unused assets
|
||||
20. Fix canvas reference resolution (7680×4320 is extreme for mobile)
|
||||
|
||||
---
|
||||
|
||||
*Report generated as part of the 6-step Mobile Optimization Engineering Audit.*
|
||||
*Next: STEP B — Mobile Optimization Research (best practices, citations, benchmarks)*
|
||||
Reference in New Issue
Block a user