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Add MinigameBlockBandit scene setup#444

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Shombith03 wants to merge 3 commits into
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claude/restore-block-bandit-2ejW2
Open

Add MinigameBlockBandit scene setup#444
Shombith03 wants to merge 3 commits into
developmentfrom
claude/restore-block-bandit-2ejW2

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@Shombith03

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Summary

Added a new minigame scene called "MinigameBlockBandit" with complete environment setup, game mechanics configuration, and scene hierarchy.

Key Changes

  • New Scene File: Created Assets/_Scenes/MinigameBlockBandit.unity with full scene configuration

    • Game manager and turn-based system setup
    • Environment with spawners, cameras, and visual elements
    • Player and AI spawning infrastructure
    • Event system and UI canvas configuration
  • Scene Components:

    • Game controller with turn/round management (1 round, 1 turn per round)
    • 45-second countdown timer for gameplay
    • Segment spawner system with helix-based path generation
    • Crystal collectible and AOE explosion effects
    • DartBoard minigame element (disabled by default)
    • Action camera for dynamic gameplay footage
    • Main gameplay camera with proper culling masks
  • Game Configuration:

    • Linked to existing GameData scriptable object
    • Configured with 10 base segments and 400-unit straight line length
    • Helix intensity scaling set to 1.3x
    • Environment reset enabled for each turn
    • Crystal position and segment scaling tied to intensity
  • Build Settings: Registered the new scene in EditorBuildSettings for inclusion in builds

Implementation Details

  • Scene uses prefab instances for modular components (Player/Ship Spawner, Crystal, AOE Explosion, DartBoard, NodeCenter, SkyboxModel)
  • Spawn points configured at z=150 for player initialization
  • Environment organized under a parent GameObject for clean hierarchy management
  • Multiple cameras configured with appropriate depth and culling for layered rendering

https://claude.ai/code/session_01WVcj2Fts79u1xi4EVKt6up

claude added 3 commits March 27, 2026 17:19
The MinigameBlockBandit.unity scene was accidentally removed in commit
dedbeff ("Refactor Cell System by removing CellControlManager"). This
restores the scene file and its meta from the parent of that commit and
re-adds it to EditorBuildSettings so it is included in builds.

The BlockBandit game mode enum, SO assets, and all code references were
never removed and still point to this scene name.

https://claude.ai/code/session_01WVcj2Fts79u1xi4EVKt6up
- Create SinglePlayerBlockBanditController extending the base
  SinglePlayerMiniGameControllerBase. Handles ready button, timed
  turns, and triggers the scoreboard on game end.
- Replace broken SinglePlayerFreestyleController reference in the
  scene with the new BlockBanditController.
- Remove deleted CellControlManager from the Environment object
  (was causing missing script errors).
- Add Cell prefab instance to the Environment so nucleus, membrane,
  and flora/fauna spawn at runtime (fixes missing cell/colliders).
- Add BlocksStolen scoring mode alongside HostileVolumeDestroyed.
- Fix Ready button onClick to target the new controller class.
- Scoreboard is already provided by the GameCanvas prefab.

https://claude.ai/code/session_01WVcj2Fts79u1xi4EVKt6up
…ch patterns

- BlockBanditEndGameController: extends EndGameCinematicController with
  PrismStolen-based score reveal (like CrystalCapture/HexRace/Joust)
- BlockBanditScoreboard: extends Scoreboard, sorts by blocks stolen descending
- BlockBanditHUD: extends MultiplayerHUD, tracks PrismStolen stat changes
- Fix SinglePlayerBlockBanditController: remove direct InvokeShowGameEndScreen
  call — EndGameCinematicController handles the full post-game flow

https://claude.ai/code/session_01WVcj2Fts79u1xi4EVKt6up
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2 participants