194 lines
8.3 KiB
Markdown
194 lines
8.3 KiB
Markdown
# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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## Project Overview
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AIBIS Dream (also known as "AllOurBrokenParts") is a Unity-based narrative adventure game with investigative elements. The project uses Yarn Spinner for dialogue, features a custom framework with modular systems, and includes multiple mini-games (notably the HuoShan/Volcano language particle system).
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**Unity Version:** Unity 2022.3.x LTS (Universal Render Pipeline)
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## Architecture
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### Core Framework (Assets/Scripts/Framework/)
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The project uses a custom modular framework with these key systems:
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- **ActionKit**: Action sequencing and command pattern implementation
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- **AudioKit**: Audio management and sound effect system
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- **Config**: Game configuration and settings management
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- **Core**: Core game systems and utilities
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- **EventSystemKit**: Decoupled event system for inter-system communication
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- **PoolKit**: Object pooling for performance optimization
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- **ResourceKit**: Asset loading and resource management
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- **Note**: New code should use `ResourceSystem` (via Addressables), see [Resource Loading Best Practices Guide](Docs/ResourceLoadingBestPractices.md) for details. **Where assets live on disk** (e.g. `GameContent/`, `Narrative/`) is defined in [Resource Management Spec](Docs/ResourceManagementSpec.md).
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- **SingletonKit**: Singleton base classes for managers
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- **StateMachineKit**: Game state management
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- **TimelineKit**: Timeline-based event sequencing
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### Key Game Systems
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- **Dialog System** (Assets/Scripts/Dialog System/): Yarn Spinner integration for narrative flow
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- **Clue System** (Assets/Scripts/Clue/): Investigation and evidence collection mechanics
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- **MiniGame System** (Assets/Scripts/MiniGame/): Modular mini-game framework
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- **HuoShan** (Volcano): Language particle system for emotional expression gameplay
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- **SceneManagement**: Scene flow control and transitions
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- **FixSystem**: Interactive repair/puzzle mechanics
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### Web Prototypes
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Located in `web-prototype/` and `WebPrototype/` directories, these contain HTML/JavaScript prototypes for testing game mechanics before Unity implementation.
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## Key Development Commands
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### Unity Build Process
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```bash
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# Build for Windows (64-bit)
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"C:\Program Files\Unity\Hub\Editor\2022.3.x\Editor\Unity.exe" -batchmode -quit -projectPath . -buildWindows64Player "Build/AIBIS_Dream.exe" -logFile Build/log.txt
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# Build for WebGL
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"C:\Program Files\Unity\Hub\Editor\2022.3.x\Editor\Unity.exe" -batchmode -quit -projectPath . -executeMethod BuildScript.WebGL -logFile Build/webgl_log.txt
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```
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### Asset Import and Generation
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```bash
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# Regenerate solution files (Visual Studio)
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Assets\Open C# Project.regenerate-sln.bat
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# Refresh asset database
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# (Use Unity Editor menu: Assets > Refresh or Ctrl+R)
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```
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## Critical Dependencies
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### Unity Packages (via Package Manager)
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- **Yarn Spinner**: Dialogue system (dev.yarnspinner.unity)
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- **TextMesh Pro**: Text rendering and typography
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- **Universal Render Pipeline**: Graphics rendering
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- **2D Animation**: Sprite-based animation tools
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- **Cinemachine**: Camera system
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- **Timeline**: Cinematic sequencing
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- **Localization**: Multi-language support
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### Third-Party Assets
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- **More Mountains Feedbacks**: Game feel and feedback system
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- **FMOD**: Advanced audio engine
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- **DOTween**: Tweening and animation
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- **Shapes**: Vector graphics and shapes rendering
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- **Destructible 2D**: 2D destruction mechanics
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## Development Guidelines
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### Code Organization
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1. **Modular Systems**: Each major system should be self-contained in its own folder under `Assets/Scripts/`
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2. **Kit Pattern**: Reusable utilities go in `Framework/` with "Kit" suffix
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3. **Manager Classes**: Use Singleton pattern for global managers (derived from `SingletonKit`)
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4. **Component Design**: Favor composition over inheritance for game objects
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### Scene Structure
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- Scenes are located in `Assets/Scenes/`
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- Main scenes use naming convention: `{Character}_{Day}{Time}` (e.g., `Fiction_Day1_begin`)
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- Mini-game scenes start with prefix: `HuoShan*`, `languageTest*`, etc.
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- Always configure scenes in `EditorBuildSettings` for proper loading
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### Yarn Dialogue Files
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Target layout and co-location with Dialog localization tables: [Resource Management Spec](Docs/ResourceManagementSpec.md) (`Assets/Narrative/Yarn/`, `Assets/Narrative/Localization/`). Legacy paths may still include `Assets/Resources/Yarn/` during migration.
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Convention for file naming and UTF-8:
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- Organize by narrative module / character and day as the project requires
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- Files often follow pattern: `{Character}_{Stage}.yarn`
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- Use UTF-8 encoding for Chinese text support
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### Asset Naming Conventions
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- **Scripts**: PascalCase with component purpose (e.g., `DialogController.cs`)
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- **Prefabs**: PascalCase with type suffix (e.g., `ClueItem.prefab`)
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- **Scenes**: Snake_Case with descriptive names
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- **Resources**: Organize by system/type in `Assets/Resources/`
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## Important Configuration
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### Editor Settings
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- **Text Encoding**: All text files must use UTF-8 (especially for Chinese)
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- **Line Endings**: Windows (CRLF) for C# files, but be consistent
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- **Visual Studio**: Use provided `.sln` and `.csproj` files
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### Build Settings
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- **Target Platform**: Primarily Windows and WebGL
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- **Scripting Backend**: IL2CPP for Windows, Emscripten for WebGL
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- **API Compatibility**: .NET Standard 2.1
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### Git Configuration
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- **LFS**: Used for large binary assets (.unity, textures, audio)
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- **Ignored**: Library/, Temp/, Logs/, Build/, *.csproj.user
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- **Commit Convention**: See [COMMIT_CONVENTION.md](COMMIT_CONVENTION.md) for commit message format and branch naming rules. All commits must follow `<type>(<scope>): <subject>` format.
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## Testing and Iteration
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### Running Individual Mini-Games
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Most mini-genes can be tested independently by opening their specific scene:
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- HuoShan Language Game: `Assets/Scenes/languageTest.unity`
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- HuoShan Fix Scene: `Assets/Scenes/HuoShanFixScene.unity`
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- Expression Test: `Assets/Scenes/HuoShanExpressionTest.unity`
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### Web Prototyping
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For testing mechanics before Unity implementation:
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1. Create HTML/JS prototype in `web-prototype/`
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2. Use similar logic to planned Unity implementation
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3. Test in browser for rapid iteration
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## Common Development Tasks
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### Adding a New Mini-Game
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1. Create folder in `Assets/Scripts/MiniGame/{GameName}/`
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2. Implement game logic using Framework kits
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3. Create test scene in `Assets/Scenes/{GameName}Test.unity`
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4. Add required assets to `Assets/Resources/{GameName}/`
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5. Document in `README_{GameName}.md`
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### Adding Yarn Dialogue
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1. Create `.yarn` file in appropriate `Assets/Resources/Yarn/{Character}/` folder
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2. Add file to Resources using Unity's `Resources.Load` system
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3. Reference in scene's `DialogueRunner` component
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4. Test with `DialogueController`
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### Debugging Tips
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- Use `LogKit` for consistent logging with categories
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- Enable verbose logging in `ProjectSettings/LogKit`
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- Use Unity's frame debugger for rendering issues
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- Profile with Unity Profiler, especially for mini-games with many particles
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## Performance Considerations
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- **Pooling**: Always use PoolKit for frequently instantiated objects (particles, UI elements)
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- **Asset Loading**: Use ResourceKit for async loading to avoid frame drops.
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See [Resource Loading Best Practices Guide](Docs/ResourceLoadingBestPractices.md) for detailed specifications including Group/Key/Label naming and preloading strategies.
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- **Particle Systems**: Pool particle systems, limit overdraw in language particle game
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- **Audio**: Use object pooling for frequent SFX, FMOD for advanced audio
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## Important Notes
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- This is a narrative-focused game - ensure dialogue and story take precedence
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- The HuoShan language particle system is a core feature - changes should maintain the emotional expression mechanics
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- Web prototypes are for testing only - production code must be in Unity/C#
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## Reference Documents
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- [Resource Loading Best Practices Guide](Docs/ResourceLoadingBestPractices.md) - How to load assets: `ResourceSystem`, Addressables Key/Group/Label, lifecycle and performance
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- [Resource Management Spec](Docs/ResourceManagementSpec.md) - Where to place assets: `GameContent/`, `Narrative/` (Yarn + Dialog tables), `_Archive/`, and exceptions (distinct from loading mechanics above)
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- [Commit Convention](COMMIT_CONVENTION.md) - Git commit message format and branch naming rules
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---
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*This document provides guidance for Claude Code when working with the AIBIS Dream codebase.*
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