fix(config): 3 units, smartphone aspect ratio, denser map, 5s respawn
Changes based on playtesting feedback: - UnitsPerTeam: 5 -> 3 (more manageable for demo) - RespawnDelay: 3s -> 5s (tagged units out longer) - Map aspect ratio: 40x30 -> 18x38 (9:19 smartphone portrait) - Houses: 6 -> 19 (dense layout forcing route choices) - Bases: moved to top/bottom center for vertical play All gameplay numbers now organized as public constants for easy tuning. Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
@@ -15,17 +15,39 @@ public class Game : MonoBehaviour
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gameGO.AddComponent<Game>();
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}
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// Constants - tune later
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// ===========================================
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// CONFIGURATION - All tunable constants here
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// ===========================================
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// Gameplay
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public const int UnitsPerTeam = 3;
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public const float UnitSpeed = 5f;
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public const float UnitSize = 1f;
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public const float UnitColliderRadius = 0.5f;
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// Vision & Detection
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public const float VisionRadius = 4f;
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public const float TagRadius = 0.75f;
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public const float RespawnDelay = 3f;
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public const float FlagPickupRadius = 0.75f;
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// Timing
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public const float RespawnDelay = 5f;
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public const float FlagReturnDelay = 5f;
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// Scoring
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public const int WinScore = 3;
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// Map dimensions
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const float MapWidth = 40f;
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const float MapHeight = 30f;
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// Map - 9:19 aspect ratio for smartphone (portrait)
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public const float MapWidth = 18f;
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public const float MapHeight = 38f;
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// Bases
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public const float BaseSize = 5f;
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public const float BaseInset = 4f; // Distance from map edge
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// Houses
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public const float HouseMinSize = 2f;
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public const float HouseMaxSize = 4f;
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// References set during setup
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public static Game Instance { get; private set; }
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@@ -82,33 +104,79 @@ public class Game : MonoBehaviour
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void CreateObstacles()
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{
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// Houses as obstacles - asymmetric backyard layout
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// Dense house layout creating multiple route choices
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// Layout designed for 18x38 map with bases at corners
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// Houses create lanes, chokepoints, and flanking routes
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Vector2[] housePositions = {
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new(-12f, 8f),
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new(-8f, -5f),
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new(0f, 3f),
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new(5f, -8f),
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new(10f, 6f),
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new(14f, -3f),
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// Bottom section (near player base) - create 3 exit routes
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new(-4f, -14f),
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new(4f, -12f),
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new(0f, -10f),
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// Lower-mid section - force route decisions
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new(-6f, -6f),
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new(-2f, -4f),
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new(3f, -7f),
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new(6f, -3f),
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// Center section - dense, creates cat-and-mouse area
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new(-5f, 2f),
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new(-1f, 0f),
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new(2f, 3f),
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new(5f, -1f),
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new(0f, 5f),
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// Upper-mid section - mirror complexity
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new(-6f, 8f),
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new(-2f, 10f),
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new(4f, 7f),
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new(6f, 11f),
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// Top section (near enemy base) - create 3 approach routes
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new(-4f, 14f),
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new(0f, 12f),
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new(5f, 15f),
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};
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Vector2[] houseSizes = {
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new(4f, 3f),
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new(3f, 4f),
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new(5f, 2.5f),
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new(3f, 3f),
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new(4f, 4f),
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new(3.5f, 3f),
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// Bottom section
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new(3f, 2.5f),
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new(2.5f, 3f),
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new(2f, 2f),
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// Lower-mid
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new(2.5f, 3f),
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new(3f, 2f),
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new(2f, 2.5f),
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new(2.5f, 2.5f),
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// Center - varied sizes for interesting gaps
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new(3f, 2f),
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new(2f, 3f),
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new(2.5f, 2f),
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new(2f, 2.5f),
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new(2f, 2f),
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// Upper-mid
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new(2.5f, 2.5f),
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new(2f, 3f),
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new(3f, 2.5f),
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new(2f, 2f),
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// Top section
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new(2.5f, 3f),
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new(3f, 2f),
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new(2f, 2.5f),
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};
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for (int i = 0; i < housePositions.Length; i++)
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{
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var house = CreateSprite($"House_{i}", new Color(0.4f, 0.4f, 0.4f), houseSizes[i].x, houseSizes[i].y);
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var house = CreateSprite($"House_{i}", new Color(0.35f, 0.35f, 0.4f), houseSizes[i].x, houseSizes[i].y);
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house.transform.position = new Vector3(housePositions[i].x, housePositions[i].y, 0);
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var collider = house.AddComponent<BoxCollider2D>();
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// Size is (1,1) in local space - scale handles actual size
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collider.size = Vector2.one;
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collider.size = Vector2.one; // Local space - scale handles actual size
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var sr = house.GetComponent<SpriteRenderer>();
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sr.sortingOrder = -5;
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@@ -117,30 +185,30 @@ public class Game : MonoBehaviour
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void CreateBases()
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{
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// Player base - bottom left
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var playerBaseGO = CreateSprite("PlayerBase", new Color(0.2f, 0.3f, 0.8f, 0.5f), 6f, 6f);
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playerBaseGO.transform.position = new Vector3(-MapWidth / 2f + 5f, -MapHeight / 2f + 5f, 0);
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// Player base - bottom center
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var playerBaseGO = CreateSprite("PlayerBase", new Color(0.2f, 0.3f, 0.8f, 0.5f), BaseSize, BaseSize);
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playerBaseGO.transform.position = new Vector3(0, -MapHeight / 2f + BaseInset, 0);
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playerBase = playerBaseGO.transform;
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var sr1 = playerBaseGO.GetComponent<SpriteRenderer>();
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sr1.sortingOrder = -8;
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var playerBaseTrigger = playerBaseGO.AddComponent<BoxCollider2D>();
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playerBaseTrigger.isTrigger = true;
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playerBaseTrigger.size = Vector2.one; // Local space - scale handles actual size
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playerBaseTrigger.size = Vector2.one;
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var playerBaseZone = playerBaseGO.AddComponent<BaseZone>();
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playerBaseZone.team = Unit.Team.Player;
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// Enemy base - top right
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var enemyBaseGO = CreateSprite("EnemyBase", new Color(0.8f, 0.2f, 0.2f, 0.5f), 6f, 6f);
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enemyBaseGO.transform.position = new Vector3(MapWidth / 2f - 5f, MapHeight / 2f - 5f, 0);
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// Enemy base - top center
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var enemyBaseGO = CreateSprite("EnemyBase", new Color(0.8f, 0.2f, 0.2f, 0.5f), BaseSize, BaseSize);
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enemyBaseGO.transform.position = new Vector3(0, MapHeight / 2f - BaseInset, 0);
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enemyBase = enemyBaseGO.transform;
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var sr2 = enemyBaseGO.GetComponent<SpriteRenderer>();
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sr2.sortingOrder = -8;
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var enemyBaseTrigger = enemyBaseGO.AddComponent<BoxCollider2D>();
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enemyBaseTrigger.isTrigger = true;
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enemyBaseTrigger.size = Vector2.one; // Local space - scale handles actual size
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enemyBaseTrigger.size = Vector2.one;
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var enemyBaseZone = enemyBaseGO.AddComponent<BaseZone>();
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enemyBaseZone.team = Unit.Team.Enemy;
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@@ -157,7 +225,7 @@ public class Game : MonoBehaviour
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var flagCollider1 = playerFlagGO.AddComponent<CircleCollider2D>();
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flagCollider1.isTrigger = true;
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flagCollider1.radius = 0.75f;
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flagCollider1.radius = FlagPickupRadius;
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var rb1 = playerFlagGO.AddComponent<Rigidbody2D>();
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rb1.bodyType = RigidbodyType2D.Kinematic;
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@@ -174,7 +242,7 @@ public class Game : MonoBehaviour
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var flagCollider2 = enemyFlagGO.AddComponent<CircleCollider2D>();
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flagCollider2.isTrigger = true;
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flagCollider2.radius = 0.75f;
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flagCollider2.radius = FlagPickupRadius;
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var rb2 = enemyFlagGO.AddComponent<Rigidbody2D>();
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rb2.bodyType = RigidbodyType2D.Kinematic;
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@@ -185,27 +253,35 @@ public class Game : MonoBehaviour
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void SpawnUnits()
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{
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// Spawn 5 player units near player base
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for (int i = 0; i < 5; i++)
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// Spawn player units near player base
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for (int i = 0; i < UnitsPerTeam; i++)
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{
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var offset = new Vector3((i - 2) * 1.5f, -2f, 0);
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var offset = GetUnitSpawnOffset(i, UnitsPerTeam, isPlayer: true);
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var unit = CreateUnit($"PlayerUnit_{i}", Unit.Team.Player, playerBase.position + offset);
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playerUnits.Add(unit);
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}
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// Spawn 5 enemy units near enemy base
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for (int i = 0; i < 5; i++)
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// Spawn enemy units near enemy base
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for (int i = 0; i < UnitsPerTeam; i++)
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{
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var offset = new Vector3((i - 2) * 1.5f, 2f, 0);
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var offset = GetUnitSpawnOffset(i, UnitsPerTeam, isPlayer: false);
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var unit = CreateUnit($"EnemyUnit_{i}", Unit.Team.Enemy, enemyBase.position + offset);
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enemyUnits.Add(unit);
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}
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}
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Vector3 GetUnitSpawnOffset(int index, int total, bool isPlayer)
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{
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float spacing = 1.8f;
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float xOffset = (index - (total - 1) / 2f) * spacing;
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float yOffset = isPlayer ? -2f : 2f;
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return new Vector3(xOffset, yOffset, 0);
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}
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Unit CreateUnit(string name, Unit.Team team, Vector3 position)
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{
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Color color = team == Unit.Team.Player ? new Color(0.3f, 0.5f, 1f) : new Color(1f, 0.3f, 0.3f);
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var unitGO = CreateSprite(name, color, 1f, 1f);
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var unitGO = CreateSprite(name, color, UnitSize, UnitSize);
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unitGO.transform.position = position;
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var unit = unitGO.AddComponent<Unit>();
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@@ -213,7 +289,7 @@ public class Game : MonoBehaviour
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var collider = unitGO.AddComponent<CircleCollider2D>();
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collider.isTrigger = true;
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collider.radius = 0.5f;
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collider.radius = UnitColliderRadius;
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var rb = unitGO.AddComponent<Rigidbody2D>();
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rb.bodyType = RigidbodyType2D.Kinematic;
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@@ -320,13 +396,13 @@ public class Game : MonoBehaviour
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// Respawn all units at bases
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for (int i = 0; i < playerUnits.Count; i++)
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{
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var offset = new Vector3((i - 2) * 1.5f, -2f, 0);
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var offset = GetUnitSpawnOffset(i, playerUnits.Count, isPlayer: true);
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playerUnits[i].ForceRespawn(playerBase.position + offset);
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}
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for (int i = 0; i < enemyUnits.Count; i++)
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{
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var offset = new Vector3((i - 2) * 1.5f, 2f, 0);
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var offset = GetUnitSpawnOffset(i, enemyUnits.Count, isPlayer: false);
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enemyUnits[i].ForceRespawn(enemyBase.position + offset);
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}
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}
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