Implements the minimal playable core for the teaser prototype: - Game.cs: Bootstrap, scene setup, scoring, round reset, win condition - Unit.cs: Movement, route following, tagging, respawn - RouteDrawer.cs: Click-drag route input with LineRenderer preview - Flag.cs: Pickup, drop, return mechanics - Visibility.cs: Fog of war via SpriteRenderer visibility - SimpleAI.cs: Enemy AI that chases player flag All game objects created programmatically (no Editor setup required). Uses RuntimeInitializeOnLoadMethod for automatic bootstrap. Co-Authored-By: Claude <noreply@anthropic.com>
389 lines
12 KiB
C#
389 lines
12 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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public class Game : MonoBehaviour
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{
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// Auto-bootstrap when game starts - no Editor setup needed
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
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static void Bootstrap()
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{
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if (Instance != null) return;
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var gameGO = new GameObject("Game");
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gameGO.AddComponent<Game>();
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}
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// Constants - tune later
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public const float UnitSpeed = 5f;
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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 FlagReturnDelay = 5f;
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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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// References set during setup
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public static Game Instance { get; private set; }
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public List<Unit> playerUnits = new();
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public List<Unit> enemyUnits = new();
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public Transform playerBase;
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public Transform enemyBase;
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public Flag playerFlag;
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public Flag enemyFlag;
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int playerScore;
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int enemyScore;
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bool gameOver;
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TextMeshProUGUI scoreText;
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TextMeshProUGUI gameOverText;
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void Awake()
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{
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Instance = this;
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}
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void Start()
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{
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SetupCamera();
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CreateGround();
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CreateObstacles();
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CreateBases();
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CreateFlags();
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SpawnUnits();
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CreateUI();
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SetupSystems();
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}
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void SetupCamera()
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{
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var cam = Camera.main;
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if (cam != null)
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{
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cam.orthographic = true;
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cam.orthographicSize = MapHeight / 2f + 2f;
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cam.transform.position = new Vector3(0, 0, -10);
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}
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}
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void CreateGround()
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{
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var ground = CreateSprite("Ground", new Color(0.2f, 0.4f, 0.2f), MapWidth, MapHeight);
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ground.transform.position = Vector3.zero;
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var sr = ground.GetComponent<SpriteRenderer>();
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sr.sortingOrder = -10;
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}
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void CreateObstacles()
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{
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// Houses as obstacles - asymmetric backyard layout
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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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};
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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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};
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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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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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var sr = house.GetComponent<SpriteRenderer>();
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sr.sortingOrder = -5;
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}
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}
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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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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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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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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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var enemyBaseZone = enemyBaseGO.AddComponent<BaseZone>();
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enemyBaseZone.team = Unit.Team.Enemy;
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}
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void CreateFlags()
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{
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// Player flag at player base
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var playerFlagGO = CreateSprite("PlayerFlag", new Color(0.3f, 0.5f, 1f), 1f, 1.5f);
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playerFlagGO.transform.position = playerBase.position;
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playerFlag = playerFlagGO.AddComponent<Flag>();
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playerFlag.team = Unit.Team.Player;
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playerFlag.homePosition = playerBase;
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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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var rb1 = playerFlagGO.AddComponent<Rigidbody2D>();
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rb1.bodyType = RigidbodyType2D.Kinematic;
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var sr1 = playerFlagGO.GetComponent<SpriteRenderer>();
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sr1.sortingOrder = 5;
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// Enemy flag at enemy base
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var enemyFlagGO = CreateSprite("EnemyFlag", new Color(1f, 0.3f, 0.3f), 1f, 1.5f);
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enemyFlagGO.transform.position = enemyBase.position;
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enemyFlag = enemyFlagGO.AddComponent<Flag>();
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enemyFlag.team = Unit.Team.Enemy;
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enemyFlag.homePosition = enemyBase;
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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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var rb2 = enemyFlagGO.AddComponent<Rigidbody2D>();
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rb2.bodyType = RigidbodyType2D.Kinematic;
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var sr2 = enemyFlagGO.GetComponent<SpriteRenderer>();
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sr2.sortingOrder = 5;
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}
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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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{
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var offset = new Vector3((i - 2) * 1.5f, -2f, 0);
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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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{
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var offset = new Vector3((i - 2) * 1.5f, 2f, 0);
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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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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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unitGO.transform.position = position;
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var unit = unitGO.AddComponent<Unit>();
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unit.team = team;
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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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var rb = unitGO.AddComponent<Rigidbody2D>();
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rb.bodyType = RigidbodyType2D.Kinematic;
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var sr = unitGO.GetComponent<SpriteRenderer>();
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sr.sortingOrder = 10;
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return unit;
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}
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void CreateUI()
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{
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// Create Canvas
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var canvasGO = new GameObject("Canvas");
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var canvas = canvasGO.AddComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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canvasGO.AddComponent<UnityEngine.UI.CanvasScaler>();
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canvasGO.AddComponent<UnityEngine.UI.GraphicRaycaster>();
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// Score text
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var scoreGO = new GameObject("ScoreText");
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scoreGO.transform.SetParent(canvasGO.transform, false);
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scoreText = scoreGO.AddComponent<TextMeshProUGUI>();
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scoreText.text = "0 - 0";
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scoreText.fontSize = 48;
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scoreText.alignment = TextAlignmentOptions.Center;
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scoreText.color = Color.white;
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var scoreRect = scoreGO.GetComponent<RectTransform>();
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scoreRect.anchorMin = new Vector2(0.5f, 1f);
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scoreRect.anchorMax = new Vector2(0.5f, 1f);
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scoreRect.pivot = new Vector2(0.5f, 1f);
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scoreRect.anchoredPosition = new Vector2(0, -20);
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scoreRect.sizeDelta = new Vector2(200, 60);
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// Game over text (hidden initially)
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var gameOverGO = new GameObject("GameOverText");
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gameOverGO.transform.SetParent(canvasGO.transform, false);
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gameOverText = gameOverGO.AddComponent<TextMeshProUGUI>();
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gameOverText.text = "";
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gameOverText.fontSize = 72;
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gameOverText.alignment = TextAlignmentOptions.Center;
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gameOverText.color = Color.white;
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gameOverText.gameObject.SetActive(false);
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var gameOverRect = gameOverGO.GetComponent<RectTransform>();
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gameOverRect.anchorMin = new Vector2(0.5f, 0.5f);
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gameOverRect.anchorMax = new Vector2(0.5f, 0.5f);
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gameOverRect.pivot = new Vector2(0.5f, 0.5f);
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gameOverRect.anchoredPosition = Vector2.zero;
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gameOverRect.sizeDelta = new Vector2(400, 100);
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}
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void SetupSystems()
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{
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// Add RouteDrawer
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gameObject.AddComponent<RouteDrawer>();
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// Add Visibility system
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var visibility = gameObject.AddComponent<Visibility>();
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visibility.playerUnits = playerUnits.ToArray();
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visibility.enemyUnits = enemyUnits.ToArray();
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visibility.enemyFlag = enemyFlag;
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// Add SimpleAI
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var ai = gameObject.AddComponent<SimpleAI>();
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ai.aiUnits = enemyUnits.ToArray();
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ai.playerFlag = playerFlag;
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ai.aiBase = enemyBase;
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}
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public void Score(Unit.Team team)
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{
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if (gameOver) return;
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if (team == Unit.Team.Player)
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playerScore++;
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else
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enemyScore++;
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UpdateScoreUI();
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Debug.Log($"Score: {playerScore} - {enemyScore}");
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if (playerScore >= WinScore)
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EndGame(true);
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else if (enemyScore >= WinScore)
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EndGame(false);
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else
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ResetRound();
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}
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void UpdateScoreUI()
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{
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if (scoreText != null)
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scoreText.text = $"{playerScore} - {enemyScore}";
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}
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void ResetRound()
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{
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// Return flags to home
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playerFlag.ReturnHome();
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enemyFlag.ReturnHome();
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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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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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enemyUnits[i].ForceRespawn(enemyBase.position + offset);
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}
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}
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void EndGame(bool playerWon)
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{
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gameOver = true;
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if (gameOverText != null)
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{
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gameOverText.text = playerWon ? "YOU WIN!" : "YOU LOSE!";
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gameOverText.color = playerWon ? Color.green : Color.red;
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gameOverText.gameObject.SetActive(true);
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}
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Debug.Log(playerWon ? "Player wins!" : "Enemy wins!");
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}
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public Transform GetBase(Unit.Team team)
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{
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return team == Unit.Team.Player ? playerBase : enemyBase;
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}
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public Flag GetFlag(Unit.Team team)
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{
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return team == Unit.Team.Player ? playerFlag : enemyFlag;
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}
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// Helper to create a colored sprite
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GameObject CreateSprite(string name, Color color, float width, float height)
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{
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var go = new GameObject(name);
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var sr = go.AddComponent<SpriteRenderer>();
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sr.sprite = CreateRectSprite();
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sr.color = color;
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go.transform.localScale = new Vector3(width, height, 1);
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return go;
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}
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// Create a simple white 1x1 sprite
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static Sprite cachedSprite;
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static Sprite CreateRectSprite()
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{
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if (cachedSprite != null) return cachedSprite;
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var tex = new Texture2D(1, 1);
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tex.SetPixel(0, 0, Color.white);
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tex.Apply();
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cachedSprite = Sprite.Create(tex, new Rect(0, 0, 1, 1), new Vector2(0.5f, 0.5f), 1);
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return cachedSprite;
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}
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}
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// Simple component to identify base zones
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public class BaseZone : MonoBehaviour
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{
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public Unit.Team team;
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}
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