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index b8c8ca80..53975b5d 100644
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diff --git a/Assets/Scove/Player Movement.unity b/Assets/Scove/Player Movement.unity
index 3418ab52..cdb47e3a 100644
--- a/Assets/Scove/Player Movement.unity
+++ b/Assets/Scove/Player Movement.unity
@@ -684,7 +684,7 @@ Transform:
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diff --git a/Assets/Scove/PlayerMovement_Documentation.md b/Assets/Scove/PlayerMovement_Documentation.md
new file mode 100644
index 00000000..4d6b0148
--- /dev/null
+++ b/Assets/Scove/PlayerMovement_Documentation.md
@@ -0,0 +1,112 @@
+# Tài liệu Hệ thống Di chuyển và Camera (Player Movement & Camera System)
+
+Tài liệu này mô tả chi tiết cơ chế hoạt động, cấu trúc kỹ thuật và lộ trình phát triển của hệ thống điều khiển nhân vật trong dự án **HALLUCINATE**.
+
+---
+
+## 1. Kiến trúc Cốt lõi (Core Architecture)
+
+Hệ thống được xây dựng trên mô hình **State Machine (Máy trạng thái)** kết hợp với **CharacterController**, giúp quản lý các hành động phức tạp một cách tách biệt và dễ mở rộng.
+
+* **PlayerStateMachine**: Trung tâm điều phối, quản lý việc chuyển đổi giữa các trạng thái và lưu trữ các chỉ số (Tốc độ, Stamina, Gravity).
+* **InputReader**: Sử dụng **Unity New Input System**, xử lý toàn bộ tín hiệu từ bàn phím/chuột.
+
+---
+
+## 2. Định nghĩa các Trạng thái (Player States)
+
+Hệ thống sử dụng các State riêng biệt để xử lý logic:
+
+* **IdleState**: Trạng thái nghỉ khi không có input di chuyển.
+* **MoveState**: Di chuyển đi bộ cơ bản. Hiện tại đang sử dụng **1D Blend Tree** (tốc độ). Sẽ sớm chuyển sang **2D Simple Blend Tree** (Forward & Strafe) để hỗ trợ di chuyển đa hướng linh hoạt hơn.
+* **RunState**: Trạng thái chạy nhanh khi giữ Shift. Tiêu tốn Stamina theo thời gian.
+* **DashState**: Đẩy nhân vật về phía trước một đoạn ngắn rất nhanh (Burst). Tiêu tốn Stamina ngay lập tức.
+* **AirDashState**: Thực hiện Dash khi đang ở trên không. Trạng thái này sẽ reset vận tốc rơi (Y velocity) về 0 để lướt ngang. Tiêu tốn Stamina nhiều hơn Dash mặt đất.
+* **DodgeState**: Né tránh hoặc lăn (Roll). Có thời gian hồi và tiêu tốn Stamina.
+* **JumpState**: Kích hoạt lực nhảy dựa trên `JumpHeight`. Tiêu tốn một lượng nhỏ Stamina.
+* **FallState**: Trạng thái rơi tự do. Cho phép kích hoạt các "Air Actions" như AirDash hoặc Thrust.
+* **ThrustState**: Đòn trảm từ trên không lao xuống đất thẳng đứng (tương tự Genshin Impact). Vận tốc rơi sẽ tăng cực mạnh, gây chấn động khi tiếp đất.
+* **CrouchState**: Ngồi và lẻn đi. Giảm chiều cao va chạm và tốc độ di chuyển.
+* **ParkourState**: Tự động thực hiện các động tác vượt vật cản (Step Up, Vault).
+* **InteractState**: Trạng thái tạm thời khi thực hiện tương tác với vật thể.
+
+---
+
+## 3. Thông số Di chuyển (Movement Specs)
+
+| Trạng thái | Tốc độ | Mô tả |
+| :--- | :--- | :--- |
+| **Idle** | 0 | Trạng thái nghỉ. |
+| **Walk/Move** | 6.0 | Di chuyển cơ bản (Sẽ đổi sang 2D Blend Tree). |
+| **Sprint/Run** | 9.0 | Chạy nhanh, tiêu tốn Stamina. |
+| **Dash (Lướt)** | 9.0 | Cú bùng nổ tốc độ ngắn (0.25s). |
+| **Crouch** | 1.5 | Di chuyển chậm, hạ thấp trọng tâm. |
+
+---
+
+## 4. Hệ thống Stamina (Thể lực) - *Dự kiến triển khai*
+
+Cơ chế Stamina được thiết kế để giới hạn các hành động cường độ cao của người chơi.
+
+* **Max Stamina**: 100 đơn vị.
+* **Tiêu thụ (Consumption)**:
+ * **Dash**: -20 đơn vị | **AirDash**: -30 đơn vị | **Jump**: -10 đơn vị.
+ * **Sprinting (Run)**: -15 đơn vị/giây.
+* **Hồi phục (Regeneration)**:
+ * **Tốc độ hồi**: +20 đơn vị/giây.
+ * **Độ trễ hồi (Delay)**: Bắt đầu hồi sau 1 giây kể từ lần tiêu thụ cuối cùng.
+
+---
+
+## 5. Hệ thống Camera (Camera Controller)
+
+### 5.1 Chế độ xem kép (Dual View)
+* **Third Person (TPV)**: Có hệ thống tránh xuyên tường (`CollisionHandler`) và làm mờ nhân vật khi ở gần (`CharacterFading`).
+* **First Person (FPV) Tối ưu**:
+ * **Direct Snapping**: Camera gán vị trí trực tiếp vào `fpvTarget` (vùng đầu/mắt) để triệt tiêu hiện tượng lag model.
+ * **No Position Smoothing**: Không sử dụng `SmoothDamp` cho vị trí trong FPV để đảm bảo Camera luôn nằm "bên trong" người chơi.
+
+### 5.2 Hiệu ứng phản hồi (Game Feel)
+* **Dynamic FOV**: FOV tự động mở rộng khi chạy nhanh (Sprint).
+* **Camera Shake**: Rung màn hình dựa trên **Perlin Noise**, tính toán cường độ theo độ cao khi rơi (`Fall Impact Shake`).
+
+---
+
+## 6. Hệ thống Tự động Thiết lập (Auto Setup System)
+
+Để đảm bảo tính nhất quán giữa các nhân vật, dự án sử dụng `CharacterAutoSetup`.
+* **Cơ chế**: Tự động phân tích Humanoid Bones (Đầu, Vai) để cấu hình `Height`, `Radius`, và `Center` cho CharacterController.
+* **Ground Check**: Đồng bộ hóa bán kính và vị trí kiểm tra mặt đất trong `PlayerStateMachine`.
+
+---
+
+## 7. Hệ thống Tương tác (Interaction System)
+
+Sử dụng Interface `IInteractable`:
+* **Dò tìm**: Tự động quét các vật thể trong tầm nhìn.
+* **Đổi mục tiêu**: Người chơi dùng phím `Q/R` để chuyển đổi mục tiêu nếu có nhiều vật thể.
+* **Thực thi**: Nhấn `E` để kích hoạt hành động tương tác.
+
+---
+
+## 8. Hệ thống Debug & Giám sát (Debug Provider)
+
+Cung cấp công cụ trực quan hóa trạng thái nhân vật:
+* **Debug UI**: Canvas World-space đuổi theo nhân vật, hiển thị State Name, Speed, Stamina, và Interactable Target.
+* **Phím tắt**: `Ctrl + Shift + B` để ẩn/hiện bảng Debug.
+
+---
+
+## 9. Lộ trình Thực hiện & Nâng cấp (To-Do)
+
+### 🔄 Ưu tiên cao
+* **Tích hợp Stamina**: Áp dụng tính toán Stamina vào logic State Machine.
+* **Refactor FPV Camera**: Triệt tiêu độ trễ vị trí camera trong góc nhìn thứ nhất.
+* **2D Animation**: Chuyển đổi sang 2D Simple Blend Tree.
+
+### 🚀 Nâng cấp dài hạn
+* **Thrust Impact**: Thêm VFX và Area Damage cho đòn trảm không trung.
+* **Parkour nâng cao**: Vaulting (nhảy qua tường), Wall Run dựa trên `EnvironmentScanner`.
+
+---
+*Tài liệu được cập nhật tự động bởi Gemini CLI - 2026-03-29*
diff --git a/Assets/Scove/Optimiization.unity.meta b/Assets/Scove/PlayerMovement_Documentation.md.meta
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rename to Assets/Scove/PlayerMovement_Documentation.md.meta
index 2c3ae418..558651ae 100644
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rename to Assets/Scripts/GameSetup/Maze.meta
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similarity index 100%
rename from Assets/TEST CUA TUAN/Crawler.cs
rename to Assets/Scripts/GameSetup/Maze/Crawler.cs
diff --git a/Assets/TEST CUA TUAN/Crawler.cs.meta b/Assets/Scripts/GameSetup/Maze/Crawler.cs.meta
similarity index 100%
rename from Assets/TEST CUA TUAN/Crawler.cs.meta
rename to Assets/Scripts/GameSetup/Maze/Crawler.cs.meta
diff --git a/Assets/TEST CUA TUAN/Extensions.cs b/Assets/Scripts/GameSetup/Maze/Extensions.cs
similarity index 100%
rename from Assets/TEST CUA TUAN/Extensions.cs
rename to Assets/Scripts/GameSetup/Maze/Extensions.cs
diff --git a/Assets/TEST CUA TUAN/Extensions.cs.meta b/Assets/Scripts/GameSetup/Maze/Extensions.cs.meta
similarity index 100%
rename from Assets/TEST CUA TUAN/Extensions.cs.meta
rename to Assets/Scripts/GameSetup/Maze/Extensions.cs.meta
diff --git a/Assets/TEST CUA TUAN/Maze.cs b/Assets/Scripts/GameSetup/Maze/Maze.cs
similarity index 98%
rename from Assets/TEST CUA TUAN/Maze.cs
rename to Assets/Scripts/GameSetup/Maze/Maze.cs
index 806b7482..601b111a 100644
--- a/Assets/TEST CUA TUAN/Maze.cs
+++ b/Assets/Scripts/GameSetup/Maze/Maze.cs
@@ -1,4 +1,4 @@
-using System.Collections;
+ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
diff --git a/Assets/TEST CUA TUAN/Maze.cs.meta b/Assets/Scripts/GameSetup/Maze/Maze.cs.meta
similarity index 100%
rename from Assets/TEST CUA TUAN/Maze.cs.meta
rename to Assets/Scripts/GameSetup/Maze/Maze.cs.meta
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similarity index 100%
rename from Assets/TEST CUA TUAN/Prims.cs
rename to Assets/Scripts/GameSetup/Maze/Prims.cs
diff --git a/Assets/TEST CUA TUAN/Prims.cs.meta b/Assets/Scripts/GameSetup/Maze/Prims.cs.meta
similarity index 100%
rename from Assets/TEST CUA TUAN/Prims.cs.meta
rename to Assets/Scripts/GameSetup/Maze/Prims.cs.meta
diff --git a/Assets/TEST CUA TUAN/Recursive.cs b/Assets/Scripts/GameSetup/Maze/Recursive.cs
similarity index 100%
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rename to Assets/Scripts/GameSetup/Maze/Recursive.cs
diff --git a/Assets/TEST CUA TUAN/Recursive.cs.meta b/Assets/Scripts/GameSetup/Maze/Recursive.cs.meta
similarity index 100%
rename from Assets/TEST CUA TUAN/Recursive.cs.meta
rename to Assets/Scripts/GameSetup/Maze/Recursive.cs.meta
diff --git a/Assets/TEST CUA TUAN/Wilsons.cs b/Assets/Scripts/GameSetup/Maze/Wilsons.cs
similarity index 100%
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rename to Assets/Scripts/GameSetup/Maze/Wilsons.cs
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