diff --git a/.gemini-workspace-history/active-context.md b/.gemini-workspace-history/active-context.md
index 08c203ea..1bb7298c 100644
--- a/.gemini-workspace-history/active-context.md
+++ b/.gemini-workspace-history/active-context.md
@@ -1,21 +1,324 @@
-# Technical Summary - HALLUCINATE Project
+## Full Previous Session Transcript (from session-2026-05-01-01-51.json.gz)
-## Overview
-Project HALLUCINATE is a Unity-based multiplayer game utilizing **Photon Fusion** for networking and **UI Toolkit** for front-end management. Recent development has concentrated on the core networking infrastructure and the lobby system.
-
-## Modified Files
-- `Assets/Scripts/Network/BasicSpawner.cs`: Centralized `NetworkRunner` management, handling session creation, joining, and player profile initialization.
-- `Assets/Scripts/UI/LobbyController.cs`: UI logic for room management, password protection, and lounge interactions.
-- `Assets/Scripts/Player Controller/PlayerStateMachine.cs`: Core player logic (referenced in memory).
-
-## Key Logic & Decisions
-- **Network Architecture**: Singleton `BasicSpawner` manages the Fusion runner lifecycle. Session joining uses `SessionLobby.ClientServer`.
-- **UI Architecture**: `LobbyController` inherits from a base UI class and uses direct `VisualElement` queries for dynamic UI updates (UXML/USS).
-- **Security**: Implementation of session passwords via custom properties in Photon sessions.
-- **State Sync**: Player status (Ready/Start) and lounge info are synchronized between clients, likely via `PlayerDataManager`.
-
-## Next Steps
-- [ ] Verify RPC/SyncVar logic in `LobbyController.cs`.
-- [ ] Connect `PlayerStateMachine` to the spawning flow in `BasicSpawner`.
-- [ ] Implement/Finalize the chat system within the lobby lounge.
-- [ ] Ensure all scene transitions (Main Scene) are robust.
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+{"id":"fcbf9d77-7c0c-49ed-862d-e9efc4685514","timestamp":"2026-04-30T16:54:47.839Z","type":"info","content":"No summary found for the last session. Please use the 'workspace-summarizer' skill to generate one if needed."}
+{"$set":{"lastUpdated":"2026-04-30T16:54:47.839Z"}}
+{"id":"f459b6c3-e0a1-432a-9dba-cfc44d9bb961","timestamp":"2026-04-30T16:55:18.198Z","type":"gemini","content":"","toolCalls":[{"id":"activate_skill-1777568118157-6395994a453a28","name":"activate_skill","args":{"name":"workspace-summarizer"},"result":[{"functionResponse":{"id":"activate_skill-1777568118157-6395994a453a28","name":"activate_skill","response":{"output":"\n \n # Workspace Summarizer\n\n## Goal\nManage technical summaries and context for the current workspace.\n\n## Instructions\n- ALWAYS check the provided `` for `.gemini-workspace-history/active-context.md` at the start of this skill.\n- If the content is already present in the context, use it directly to avoid redundant file reads.\n- Summarize the last workspace history immediately after activation.\n- **Format:** The summary must follow the structure of existing `summary-*.md` files:\n - Brief technical overview.\n - List of modified files.\n - Key logic changes and architectural decisions.\n - Unresolved issues or next steps.\n- When summarizing, be technical and concise.\n\n## Tools\nYou can use standard file tools to write and read the summary if it is not present in the context.\n \n\n \n Showing up to 200 items (files + folders).\n\nC:\\Users\\scove\\.gemini\\extensions\\workspace-history\\skills\\workspace-summarizer\\\n└───SKILL.md\n \n"}}}],"status":"success","timestamp":"2026-04-30T16:55:18.198Z","resultDisplay":"Skill **workspace-summarizer** activated. Resources loaded from `C:\\Users\\scove\\.gemini\\extensions\\workspace-history\\skills\\workspace-summarizer`:\n\nShowing up to 200 items (files + folders).\n\nC:\\Users\\scove\\.gemini\\extensions\\workspace-history\\skills\\workspace-summarizer\\\n└───SKILL.md","description":"\"workspace-summarizer\": Summarizes your last work","displayName":"Activate Skill","renderOutputAsMarkdown":true}],"thoughts":[],"model":"auto-gemini-3"}
+{"id":"d059c4d2-be47-4ada-9c51-46d477caa3ca","timestamp":"2026-04-30T16:55:20.710Z","type":"user","content":[{"text":"Use the skill workspace-summarizer"}],"displayContent":[{"text":"/workspace-history:workspace-summarizer"}]}
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Recent development has concentrated on the core networking infrastructure and the lobby system.\\r\\n\\r\\n## Modified Files\\r\\n- `Assets/Scripts/Network/BasicSpawner.cs`: Centralized `NetworkRunner` management, handling session creation, joining, and player profile initialization.\\r\\n- `Assets/Scripts/UI/LobbyController.cs`: UI logic for room management, password protection, and lounge interactions.\\r\\n- `Assets/Scripts/Player Controller/PlayerStateMachine.cs`: Core player logic (referenced in memory).\\r\\n\\r\\n## Key Logic & Decisions\\r\\n- **Network Architecture**: Singleton `BasicSpawner` manages the Fusion runner lifecycle. 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My next step is to address the errors. I'm focusing on `SettingsController.cs` and have devised a plan to add a private action and update the Create method.\",\"timestamp\":\"2026-04-30T14:41:04.440Z\"}],\"tokens\":{\"input\":42961,\"output\":17,\"cached\":39650,\"thoughts\":423,\"tool\":0,\"total\":43401},\"model\":\"gemini-3-flash-preview\"}\n{\"$set\":{\"lastUpdated\":\"2026-04-30T14:41:08.324Z\"}}\n{\"id\":\"bd954747-f311-4e0c-9ae9-1fd643b1c049\",\"timestamp\":\"2026-04-30T14:41:08.324Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Reflecting on Implementation\",\"description\":\"I've confirmed that `onValueChange:` is indeed utilized within `BaseUIController.cs`. My next step is to address the errors. I'm focusing on `SettingsController.cs` and have devised a plan to add a private action and update the Create method.\",\"timestamp\":\"2026-04-30T14:41:04.440Z\"}],\"tokens\":{\"input\":42961,\"output\":17,\"cached\":39650,\"thoughts\":423,\"tool\":0,\"total\":43401},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"grep_search_1777560068222_0\",\"name\":\"grep_search\",\"args\":{\"pattern\":\"className =\"},\"result\":[{\"functionResponse\":{\"id\":\"grep_search_1777560068222_0\",\"name\":\"grep_search\",\"response\":{\"output\":\"Found 3 matches for pattern \\\"className =\\\" across 4 workspace directories:\\n---\\nFile: HALLUCINATE\\\\Assets\\\\Scripts\\\\UI\\\\SettingsController.cs\\nL178- switch (tabId)\\nL179- {\\nL180- case \\\"GENERAL\\\": RenderGeneralTab(); break;\\nL181- case \\\"VIDEO\\\": RenderVideoTab(); break;\\nL182- case \\\"SOUND\\\": RenderSoundTab(); break;\\nL183- case \\\"CONTROL\\\": RenderControlTab(); break;\\nL184- }\\nL185- }\\nL186- \\nL187- #region GENERAL TAB\\nL188- private void RenderGeneralTab()\\nL189- {\\nL190- _content.Add(CreateSection(\\\"ACCOUNT\\\"));\\nL191- string username = PlayerPrefs.GetString(\\\"Username\\\", \\\"Guest\\\");\\nL192- var userRow = new VisualElement { style = { flexDirection = FlexDirection.Row, alignItems = Align.Center, marginBottom = 10 } };\\nL193: userRow.Add(new Label(\\\"Logged in as: \\\") { className = \\\"text-body\\\" });\\nL194- userRow.Add(new Label(username) { style = { color = Color.cyan, marginLeft = 5, unityFontStyleAndWeight = FontStyle.Bold } });\\nL195- _content.Add(userRow);\\nL196- \\nL197- ... [truncated]\n{\"id\":\"f5378366-784a-462f-8dab-3e4a4f6dc247\",\"timestamp\":\"2026-04-30T14:41:19.937Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Investigating Bug Source\",\"description\":\"Okay, I've narrowed it down. The bug appears to be solely within the `SettingsController.cs` file. The next step involves prepping the `replace` calls, and I've started adding the necessary field declarations.\",\"timestamp\":\"2026-04-30T14:41:13.565Z\"}],\"tokens\":{\"input\":44817,\"output\":236,\"cached\":39684,\"thoughts\":493,\"tool\":0,\"total\":45546},\"model\":\"gemini-3-flash-preview\"}\n{\"$set\":{\"lastUpdated\":\"2026-04-30T14:41:19.937Z\"}}\n{\"id\":\"f5378366-784a-462f-8dab-3e4a4f6dc247\",\"timestamp\":\"2026-04-30T14:41:19.937Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Investigating Bug Source\",\"description\":\"Okay, I've narrowed it down. The bug appears to be solely within the `SettingsController.cs` file. The next step involves prepping the `replace` calls, and I've started adding the necessary field declarations.\",\"timestamp\":\"2026-04-30T14:41:13.565Z\"}],\"tokens\":{\"input\":44817,\"output\":236,\"cached\":39684,\"thoughts\":493,\"tool\":0,\"total\":45546},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"update_topic_1777560074175_0\",\"name\":\"update_topic\",\"args\":{\"summary\":\"I have identified the causes of the compilation errors: missing field '_hoveredOnChanged', incorrect property 'className' on VisualElements, and missing parameter name 'onValueChange' in Tween.Custom calls. I will now apply the fixes sequentially.\",\"title\":\"Implementing Fixes in SettingsController.cs\",\"strategic_intent\":\"Apply fixes to SettingsController.cs to resolve compilation errors.\"},\"result\":[{\"functionResponse\":{\"id\":\"update_topic_1777560074175_0\",\"name\":\"update_topic\",\"response\":{\"output\":\"Current topic: \\\"Implementing Fixes in SettingsController.cs\\\"\\nTopic summary: I have identified the causes of the compilation errors: missing field '_hoveredOnChanged', incorrect property 'className' on VisualElements, and missing parameter name 'onValueChange' in Tween.Custom calls. I will now apply the fixes sequentially.\\n\\nStrategic Intent: Apply fixes to SettingsController.cs to resolve compilation errors.\"}}}],\"status\":\"success\",\"timestamp\":\"2026-04-30T14:42:23.867Z\",\"resultDisplay\":\"## 📂 Topic: **Implementing Fixes in SettingsController.cs**\\n\\n**Summary:**\\nI have identified the causes of the compilation errors: missing field '_hoveredOnChanged', incorrect property 'className' on VisualElements, and missing parameter name 'onValueChange' in Tween.Custom calls. I will now apply the fixes sequentially.\\n\\n> [!STRATEGY]\\n> **Intent:... [truncated]\n{\"id\":\"ae6118a3-0147-4c0e-91a2-afffdac4c835\",\"timestamp\":\"2026-04-30T14:42:33.179Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Analyzing the Error\",\"description\":\"I'm currently focused on the `replace` tool's failure. The initial attempt crashed, so I'm reassessing. I think the large size of my `old_string` was the issue. I'm now planning smaller, more precise replacements to get things back on track.\",\"timestamp\":\"2026-04-30T14:42:32.920Z\"},{\"subject\":\"Refining Replacement Strategy\",\"description\":\"I'm now zeroing in on the problematic `replace` function and the source of its internal error. I've switched gears and am focusing on targeted fixes. First up: addressing `_hoveredOnChanged`. This should help me better understand the failure.\",\"timestamp\":\"2026-04-30T14:42:32.977Z\"}],\"tokens\":{\"input\":49183,\"output\":122,\"cached\":36039,\"thoughts\":77,\"tool\":0,\"total\":49382},\"model\":\"gemini-3-flash-preview\"}\n{\"$set\":{\"lastUpdated\":\"2026-04-30T14:42:33.179Z\"}}\n{\"id\":\"ae6118a3-0147-4c0e-91a2-afffdac4c835\",\"timestamp\":\"2026-04-30T14:42:33.179Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Analyzing the Error\",\"description\":\"I'm currently focused on the `replace` tool's failure. The initial attempt crashed, so I'm reassessing. I think the large size of my `old_string` was the issue. I'm now planning smaller, more precise replacements to get things back on track.\",\"timestamp\":\"2026-04-30T14:42:32.920Z\"},{\"subject\":\"Refining Replacement Strategy\",\"description\":\"I'm now zeroing in on the problematic `replace` function and the source of its internal error. I've switched gears and am focusing on targeted fixes. First up: addressing `_hoveredOnChanged`. This should help me better understand the failure.\",\"timestamp\":\"2026-04-30T14:42:32.977Z\"}],\"tokens\":{\"input\":49183,\"output\":122,\"cached\":36039,\"thoughts\":77,\"tool\":0,\"total\":49382},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"replace_1777560153176_0\",\"name\":\"replace\",\"args\":{\"file_path\":\"E:/Learning_Progress/Projects/HALLUCINATE/Assets/Scripts/UI/SettingsController.cs\",\"instruction\":\"Add _hoveredOnChanged field to class members.\",\"old_string\":\"using UnityEngine;\\r\\nusing UnityEngine.UIElements;\\r\\nusing UnityEngine.Audio;\\r\\nusing System.Collections.Generic;\\r\\nusing System.Linq;\\r\\nusing System;\\r\\nusing System.Threading.Tasks;\\r\\nusing OnlyScove.Scripts;\\r\\nusing Hallucinate.Audio;\\r\\nusing PrimeTween;\\r\\n\\r\\nnamespace Hallucinate.UI\\r\\n{\\r\\n public class SettingsController : BaseUIController\\r\\n {\\r\\n private VisualElement _sidebar;\\r\\n private Label _tabTitle;\\r\\n private ScrollView _content;\\r\\n private Dictionary _tabButtons = new Dictionary();\\r\\n private string _activeTab = \\\"GENERAL\\\";\\r\\n\\r\\n // Advanced Mouse Metrics\\r\\n private Label _mouseMetricsLabel;\\r\\n\\r\\n // FPS State\\r\\n private bool _fpsVisible;\\r\\n\\r\\n // Hover Tracking for Arrow Key Sli... [truncated]\n{\"id\":\"15098d35-680a-4912-9035-8462b24949ed\",\"timestamp\":\"2026-04-30T14:43:02.403Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Analyzing the Remaining Errors\",\"description\":\"I've successfully incorporated the `_hoveredOnChanged` field and am now addressing the remaining issues in `SettingsController.cs`. My focus is on updating `CreateSliderWithInput` to appropriately set the `_hoveredOnChanged` and fixing the `className` issues. I anticipate quick resolutions for both.\",\"timestamp\":\"2026-04-30T14:43:01.039Z\"}],\"tokens\":{\"input\":72295,\"output\":4445,\"cached\":44119,\"thoughts\":119,\"tool\":0,\"total\":76859},\"model\":\"gemini-3-flash-preview\"}\n{\"$set\":{\"lastUpdated\":\"2026-04-30T14:43:02.403Z\"}}\n{\"id\":\"15098d35-680a-4912-9035-8462b24949ed\",\"timestamp\":\"2026-04-30T14:43:02.403Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Analyzing the Remaining Errors\",\"description\":\"I've successfully incorporated the `_hoveredOnChanged` field and am now addressing the remaining issues in `SettingsController.cs`. My focus is on updating `CreateSliderWithInput` to appropriately set the `_hoveredOnChanged` and fixing the `className` issues. I anticipate quick resolutions for both.\",\"timestamp\":\"2026-04-30T14:43:01.039Z\"}],\"tokens\":{\"input\":72295,\"output\":4445,\"cached\":44119,\"thoughts\":119,\"tool\":0,\"total\":76859},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"replace_1777560182393_0\",\"name\":\"replace\",\"args\":{\"instruction\":\"Fix className property on Labels and set _hoveredOnChanged in CreateSliderWithInput.\",\"new_string\":\"using UnityEngine;\\nusing UnityEngine.UIElements;\\nusing UnityEngine.Audio;\\nusing System.Collections.Generic;\\nusing System.Linq;\\nusing System;\\nusing System.Threading.Tasks;\\nusing OnlyScove.Scripts;\\nusing Hallucinate.Audio;\\nusing PrimeTween;\\n\\nnamespace Hallucinate.UI\\n{\\n public class SettingsController : BaseUIController\\n {\\n private VisualElement _sidebar;\\n private Label _tabTitle;\\n private ScrollView _content;\\n private Dictionary _tabButtons = new Dictionary();\\n private string _activeTab = \\\"GENERAL\\\";\\n\\n // Advanced Mouse Metrics\\n private Label _mouseMetricsLabel;\\n\\n // FPS State\\n private bool _fpsVisible;\\n\\n // Hover Tracking for Arrow Key Slider Control\\n private Slider _hoveredSlider;\\n private Action _hoveredOnChanged;\\n private float _sliderMin, _sliderMax;\\n\\n // Osu-style Volume Overlay\\n private VisualElement _volumeOverlay;\\n private Label _masterVolLabel;\\n private float _masterVol = 80f;\\n\\n public override void Initialize(VisualElement uxmlRoot... [truncated]\n{\"id\":\"3253a6f0-1c0d-484d-a68c-04ff3934b79c\",\"timestamp\":\"2026-04-30T14:43:17.847Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Examining Code Issues\",\"description\":\"I've tackled the initial problems with `_hoveredOnChanged` and `className`, which is a good start. My focus is now on those `Tween.Custom` calls. Before I dive too deep, I need to make sure I haven't overlooked any other `className` instances that need my attention. Gotta be thorough!\",\"timestamp\":\"2026-04-30T14:43:14.145Z\"},{\"subject\":\"Analyzing Custom Tween Calls\",\"description\":\"I'm moving forward with fixing the `Tween.Custom` calls, targeting lines 376 and 381. I've already checked and addressed the `className` instances in `RenderGeneralTab` and `RenderControlTab`, so those are in good shape. Now, it's all about those tweens.\",\"timestamp\":\"2026-04-30T14:43:16.674Z\"}],\"tokens\":{\"input\":85087,\"output\":433,\"cached\":49203,\"thoughts\":91,\"tool\":0,\"total\":85611},\"model\":\"gemini-3-flash-preview\"}\n{\"$set\":{\"lastUpdated\":\"2026-04-30T14:43:17.847Z\"}}\n{\"id\":\"3253a6f0-1c0d-484d-a68c-04ff3934b79c\",\"timestamp\":\"2026-04-30T14:43:17.847Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Examining Code Issues\",\"description\":\"I've tackled the initial problems with `_hoveredOnChanged` and `className`, which is a good start. My focus is now on those `Tween.Custom` calls. Before I dive too deep, I need to make sure I haven't overlooked any other `className` instances that need my attention. Gotta be thorough!\",\"timestamp\":\"2026-04-30T14:43:14.145Z\"},{\"subject\":\"Analyzing Custom Tween Calls\",\"description\":\"I'm moving forward with fixing the `Tween.Custom` calls, targeting lines 376 and 381. I've already checked and addressed the `className` instances in `RenderGeneralTab` and `RenderControlTab`, so those are in good shape. Now, it's all about those tweens.\",\"timestamp\":\"2026-04-30T14:43:16.674Z\"}],\"tokens\":{\"input\":85087,\"output\":433,\"cached\":49203,\"thoughts\":91,\"tool\":0,\"total\":85611},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"replace_1777560197845_0\",\"name\":\"replace\",\"args\":{\"file_path\":\"E:/Learning_Progress/Projects/HALLUCINATE/Assets/Scripts/UI/SettingsController.cs\",\"new_string\":\"using UnityEngine;\\nusing UnityEngine.UIElements;\\nusing UnityEngine.Audio;\\nusing System.Collections.Generic;\\nusing System.Linq;\\nusing System;\\nusing System.Threading.Tasks;\\nusing OnlyScove.Scripts;\\nusing Hallucinate.Audio;\\nusing PrimeTween;\\n\\nnamespace Hallucinate.UI\\n{\\n public class SettingsController : BaseUIController\\n {\\n private VisualElement _sidebar;\\n private Label _tabTitle;\\n private ScrollView _content;\\n private Dictionary _tabButtons = new Dictionary();\\n private string _activeTab = \\\"GENERAL\\\";\\n\\n // Advanced Mouse Metrics\\n private Label _mouseMetricsLabel;\\n\\n // FPS State\\n private bool _fpsVisible;\\n\\n // Hover Tracking for Arrow Key Slider Control\\n private Slider _hoveredSlider;\\n ... [truncated]\n{\"id\":\"d88a0e29-4f45-4822-ae4b-1d817b007fd5\",\"timestamp\":\"2026-04-30T14:43:43.697Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Refining Code Fixes\",\"description\":\"I've completed the last error checks on `SettingsController.cs`. I added the missing `_hoveredOnChanged` field and linked it to `CreateSliderWithInput`. I also used `.AddToClass` in place of object initializer assignments to resolve the `className` errors. Now I am satisfied that all fixes are complete.\",\"timestamp\":\"2026-04-30T14:43:42.751Z\"},{\"subject\":\"Validating SettingsController.cs\",\"description\":\"I've just run a final, cursory scan of `SettingsController.cs`, and I'm not spotting any glaring problems. The reported errors are all fixed. All reported errors have been resolved, specifically the `_hoveredOnChanged` symbol error, the `className` issues, and the argument mismatches in `Tween.Custom` calls. I am confident it is ready for review.\",\"timestamp\":\"2026-04-30T14:43:43.538Z\"}],\"tokens\":{\"input\":103283,\"output\":41,\"cached\":84294,\"thoughts\":129,\"tool\":0,\"total\":103453},\"model\":\"gemini-3-flash-preview\"}\n{\"$set\":{\"lastUpdated\":\"2026-04-30T14:43:43.697Z\"}}\n{\"id\":\"d88a0e29-4f45-4822-ae4b-1d817b007fd5\",\"timestamp\":\"2026-04-30T14:43:43.697Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Refining Code Fixes\",\"description\":\"I've completed the last error checks on `SettingsController.cs`. I added the missing `_hoveredOnChanged` field and linked it to `CreateSliderWithInput`. I also used `.AddToClass` in place of object initializer assignments to resolve the `className` errors. Now I am satisfied that all fixes are complete.\",\"timestamp\":\"2026-04-30T14:43:42.751Z\"},{\"subject\":\"Validating SettingsController.cs\",\"description\":\"I've just run a final, cursory scan of `SettingsController.cs`, and I'm not spotting any glaring problems. The reported errors are all fixed. All reported errors have been resolved, specifically the `_hoveredOnChanged` symbol error, the `className` issues, and the argument mismatches in `Tween.Custom` calls. I am confident it is ready for review.\",\"timestamp\":\"2026-04-30T14:43:43.538Z\"}],\"tokens\":{\"input\":103283,\"output\":41,\"cached\":84294,\"thoughts\":129,\"tool\":0,\"total\":103453},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"read_file_1777560223581_0\",\"name\":\"read_file\",\"args\":{\"end_line\":400,\"start_line\":350,\"file_path\":\"E:/Learning_Progress/Projects/HALLUCINATE/Assets/Scripts/UI/SettingsController.cs\"},\"result\":[{\"functionResponse\":{\"id\":\"read_file_1777560223581_0\",\"name\":\"read_file\",\"response\":{\"output\":\"\\nIMPORTANT: The file content has been truncated.\\nStatus: Showing lines 350-400 of 403 total lines.\\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 401.\\n\\n--- FILE CONTENT (truncated) ---\\n }\\n });\\n\\n slider.RegisterValueChangedCallback(evt => {\\n float val = Mathf.Round(evt.newValue * 10f) / 10f;\\n if (input.panel?.focusController?.focusedElement != input.ElementAt(0)) input.valu... [truncated]\n{\"id\":\"68f6090f-f64d-4904-8e9d-f838f4689e14\",\"timestamp\":\"2026-04-30T14:43:53.403Z\",\"type\":\"gemini\",\"content\":\"I have fixed the compilation errors in `SettingsController.cs`:\\n\\n1. **Unresolved `_hoveredOnChanged`**: Added `private Action _hoveredOnChanged` field and implemented its assignment in `CreateSliderWithInput` within the `PointerEnterEvent` and `PointerLeaveEvent` callbacks.\\n2. **Unresolved `className`**: Replaced the invalid object initializer property `className = \\\"text-body\\\"` with the correct Unity UI Toolkit method `.AddToClassList(\\\"text-body\\\")` for all `Label` instances.\\n3. **`Tween.Custom` Argument Mismatch**: Explicitly added the missing `onValueChange:` parameter name to the `PrimeTween.Tween.Custom` calls in `PlayTransitionIn` and `PlayTransitionOut` to match the required method signature.\\n\\n```csharp\\n// Example of fixes applied:\\nslider.RegisterCallback(evt => { \\n _hoveredSlider = slider; \\n _hoveredOnChanged = OnValueChanged; // Now correctly tracked\\n _sliderMin = min; \\n _sliderMax = max; \\n});\\n\\n// Fix for className\\nvar loggedInLabel = new Label(\\\"Logged in as: \\\");\\nloggedInLabel.AddToClassList(\\\"text-body\\\");\\nuserRow.Add(loggedInLabel);\\n\\n// Fix for PrimeTween calls\\nawait Tween.Custom(-100f, 0f, duration: 0.4f, ease: Ease.OutQuad, \\n onValueChange: val => _sidebar.style.translate = new StyleTranslate(new Translate(Length.Percent(val), 0)));\\n```\",\"thoughts\":[],\"tokens\":{\"input\":109638,\"output\":355,\"cached\":88792,\"thoughts\":281,\"tool\":0,\"total\":110274},\"model\":\"gemini-3-flash-preview\"}\n{\"$set\":{\"lastUpdated\":\"2026-04-30T14:43:53.404Z\"}}\n"}}}],"status":"success","timestamp":"2026-04-30T16:55:25.596Z","resultDisplay":"Read all 40 lines from .gemini-workspace-history/active-context.md (some lines were shortened)","description":".gemini-wo...\\...\\active-context.md","displayName":"ReadFile","renderOutputAsMarkdown":true}]}
+{"id":"c441f66e-0cbb-48b1-a31e-bc4eb41e31ca","timestamp":"2026-04-30T16:55:32.528Z","type":"gemini","content":"# Technical Summary - HALLUCINATE Project\n\n## Overview\nProject HALLUCINATE is a Unity 6 multiplayer game built with **Photon Fusion** (State Sync) and **UI Toolkit**. Recent efforts focused on resolving compilation errors in the UI layer and stabilizing the core networking lifecycle.\n\n## Modified Files\n- `Assets/Scripts/UI/SettingsController.cs`: Fixed compilation errors including missing `_hoveredOnChanged` field, incorrect `className` property usage (replaced with `AddToClassList`), and `PrimeTween.Tween.Custom` parameter mismatches.\n- `Assets/Scripts/UI/BaseUIController.cs`: Verified async transition logic using `PrimeTween`.\n- `Assets/Scripts/Network/BasicSpawner.cs`: Manages `NetworkRunner` lifecycle and session initialization.\n- `Assets/Scripts/UI/LobbyController.cs`: Handles room management and lounge interactions.\n\n## Key Logic & Architectural Decisions\n- **UI Logic**: Transitioned from direct property assignment to `AddToClassList` for UI Toolkit elements. Implemented hover-tracking for advanced slider controls using a private `Action` callback.\n- **Networking**: `BasicSpawner` serves as a singleton manager for Fusion. Session security is handled via custom properties for passwords.\n- **Animations**: `PrimeTween` is the standardized library for UI animations and transitions.\n\n## Unresolved Issues / Next Steps\n- [ ] **Networking**: Verify RPC and `[Networked]` SyncVar logic in `LobbyController.cs`.\n- [ ] **Gameplay**: Connect `PlayerStateMachine` to the spawning flow within `BasicSpawner`.\n- [ ] **UI**: Finalize the lobby lounge chat system.\n- [ ] **Player**: Audit states (Idle, Move, Sprint, Jump, Dash) in `PlayerStateMachine.cs` for Fusion compatibility.","thoughts":[{"subject":"Reviewing the Technical Summary","description":"I'm currently focused on the `active-context.md` file, specifically the technical summary. It gives me the project's overall picture, and I've noted the listed changes in the `BasicSpawner.cs`, `LobbyController.cs`, and `PlayerStateMachine.cs` files. These seem like significant areas.","timestamp":"2026-04-30T16:55:29.901Z"},{"subject":"Assessing the Recent Edits","description":"I'm now examining the \"Workspace Summary,\" to understand what was done in the most recent session. It looks like the agent, Gemini, resolved several compilation errors within `SettingsController.cs`, specifically those related to UI Toolkit issues. The fixes involved adding a field, a class list change, and addressing a Tween mismatch. My attention is now on verifying RPCs and scene transitions, alongside chat finalization, and how they relate to the `PlayerStateMachine` and spawner.","timestamp":"2026-04-30T16:55:30.410Z"}],"tokens":{"input":40810,"output":384,"cached":0,"thoughts":577,"tool":0,"total":41771},"model":"gemini-3-flash-preview"}
+{"$set":{"lastUpdated":"2026-04-30T16:55:32.529Z"}}
+{"id":"36910c29-82d1-4cb7-ba2d-6e8ad64767f9","timestamp":"2026-04-30T16:59:49.748Z","type":"user","content":[{"text":"sao tui thấy các âm thanh ko được điều chỉnh khi tui tăng giảm âm lượng nhỉ, tui có thử kéo thả Master và UI volume nhưng chả có gì thay đổi cả, âm thanh vẫn vậy"}]}
+{"$set":{"lastUpdated":"2026-04-30T16:59:49.748Z"}}
+{"id":"bcf437e3-1c71-489c-b473-8462b2dc0643","timestamp":"2026-04-30T17:01:34.008Z","type":"gemini","content":"","thoughts":[{"subject":"Debugging Volume Control Issues","description":"I'm currently investigating the volume control implementation within the project. My initial step involves scrutinizing the current method of setting volume levels. I plan to delve into `SettingsController.cs` next, specifically focusing on the slider interactions, to understand how they impact the sound output.","timestamp":"2026-04-30T17:01:31.154Z"},{"subject":"Examining Slider Interactions","description":"I'm now revisiting `SettingsController.cs`, specifically focused on how slider changes are handled. My goal is to trace the volume setting logic and identify any potential disconnects between the UI and the actual audio output. The user's report is that the master and UI sliders are not changing volume, so I will prioritize them.","timestamp":"2026-04-30T17:01:33.847Z"}],"tokens":{"input":38257,"output":118,"cached":0,"thoughts":146,"tool":0,"total":38521},"model":"gemini-3-flash-preview"}
+{"$set":{"lastUpdated":"2026-04-30T17:01:34.008Z"}}
+{"id":"bcf437e3-1c71-489c-b473-8462b2dc0643","timestamp":"2026-04-30T17:01:34.008Z","type":"gemini","content":"","thoughts":[{"subject":"Debugging Volume Control Issues","description":"I'm currently investigating the volume control implementation within the project. My initial step involves scrutinizing the current method of setting volume levels. I plan to delve into `SettingsController.cs` next, specifically focusing on the slider interactions, to understand how they impact the sound output.","timestamp":"2026-04-30T17:01:31.154Z"},{"subject":"Examining Slider Interactions","description":"I'm now revisiting `SettingsController.cs`, specifically focused on how slider changes are handled. My goal is to trace the volume setting logic and identify any potential disconnects between the UI and the actual audio output. The user's report is that the master and UI sliders are not changing volume, so I will prioritize them.","timestamp":"2026-04-30T17:01:33.847Z"}],"tokens":{"input":38257,"output":118,"cached":0,"thoughts":146,"tool":0,"total":38521},"model":"gemini-3-flash-preview","toolCalls":[{"id":"update_topic_1777568493857_0","name":"update_topic","args":{"summary":"The user reported that Master and UI volume sliders have no effect on the sound. I will investigate `SettingsController.cs` to see how volume changes are handled and check for proper integration with Unity's AudioMixer and the `Hallucinate.Audio` system. This includes verifying if Mixer parameters are correctly exposed and updated via code.","title":"Fixing Volume Control Logic","strategic_intent":"Investigate and fix the volume control issue where sliders do not affect audio levels."},"result":[{"functionResponse":{"id":"update_topic_1777568493857_0","name":"update_topic","response":{"output":"Current topic: \"Fixing Volume Control Logic\"\nTopic summary: The user reported that Master and UI volume sliders have no effect on the sound. I will investigate `SettingsController.cs` to see how volume changes are handled and check for proper integration with Unity's AudioMixer and the `Hallucinate.Audio` system. This includes verifying if Mixer parameters are correctly exposed and updated via code.\n\nStrategic Intent: Investigate and fix the volume control issue where sliders do not affect audio levels."}}}],"status":"success","timestamp":"2026-04-30T17:01:37.624Z","resultDisplay":"## 📂 Topic: **Fixing Volume Control Logic**\n\n**Summary:**\nThe user reported that Master and UI volume sliders have no effect on the sound. I will investigate `SettingsController.cs` to see how volume changes are handled and check for proper integration with Unity's AudioMixer and the `Hallucinate.Audio` system. This includes verifying if Mixer parameters are correctly exposed and updated via code.\n\n> [!STRATEGY]\n> **Intent:** Investigate and fix the volume control issue where sliders do not affect audio levels.","description":"Update topic to: \"Fixing Volume Control Logic\"","displayName":"Update Topic Context","renderOutputAsMarkdown":true},{"id":"grep_search_1777568493880_1","name":"grep_search","args":{"pattern":"Master|UI|Volume|Mixer"},"result":[{"functionResponse":{"id":"grep_search_1777568493880_1","name":"grep_search","response":{"output":"Found 100 matches for pattern \"Master|UI|Volume|Mixer\" across 2 workspace directories (results limited to 100 matches for performance):\n---\nFile: HALLUCINATE\\.gemini-workspace-history\\active-context.md\nL4: {\"id\":\"596209cc-7dee-42f1-9ec3-eb872fa9f897\",\"timestamp\":\"2026-04-30T14:39:40.311Z\",\"type\":\"info\",\"content\":\"# Technical Summary - HALLUCINATE Project\\r\\n\\r\\n## Overview\\r\\nProject HALLUCINATE is a Unity-based multiplayer game utilizing **Photon Fusion** for networking and **UI Toolkit** for front-end management. Recent development has concentrated on the core networking infrastructure and the lobby system.\\r\\n\\r\\n## Modified Files\\r\\n- `Assets/Scripts/Network/BasicSpawner.cs`: Centralized `NetworkRunner` management, handling session creation, joining, and player profile initialization.\\r\\n- `Assets/Scripts/UI/LobbyController.cs`: UI logic for room management, password protection, and lounge interactions.\\r\\n- `Assets/Scripts/Player Controller/PlayerStateMachine.cs`: Core player logic (referenced in memory).\\r\\n\\r\\n## Key Logic & Decisions\\r\\n- **Network Architecture**: Singleton `BasicSpawner` manages the Fusion runner lifecycle. Session joining uses `SessionLobby.ClientServer`.\\r\\n- **UI Architecture**: `LobbyController` inherits from a base UI class and uses direct `VisualElement` queries for dynamic UI updates (UXML/USS).\\r\\n- **Security**: Implementation of session passwords via custom properties in Photon sessions.\\r\\n- **State Sync**: Player status (Ready/Start) and lounge info are synchronized between clients, likely via `PlayerDataManager`.\\r\\n\\r\\n## Next Steps\\r\\n- [ ] Verify RPC/SyncVar logic in `LobbyController.cs`.\\r\\n- [ ] Connect `PlayerStateMachine` to the spawning flow in `BasicSpawner`.\\r\\n- [ ] Implement/Finalize the chat system within the lobby lounge.\\r\\n- [ ] Ensure all scene transitions (Main Scene) are robust.\\r\\n\"}\nL10: {\"id\":\"8c1057e4-b7d8-430b-beb5-cf0a4594ecdd\",\"timestamp\":\"2026-04-30T14:40:08.789Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[],\"tokens\":{\"input\":29533,\"output\":198,\"cached\":0,\"thoughts\":329,\"tool\":0,\"total\":30060},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"update_topic_1777560008635_3\",\"name\":\"update_topic\",\"args\":{\"summary\":\"The user reported several compilation errors in SettingsController.cs including unresolved symbols and argument mismatches. I will first examine the file content around the error lines to identify the root causes.\",\"strategic_intent\":\"Investigate and fix compilation errors in SettingsController.cs.\",\"title\":\"Fixing SettingsController.cs Compilation Errors\"},\"result\":[{\"functionResponse\":{\"id\":\"update_topic_1777560008635_3\",\"name\":\"update_topic\",\"response\":{\"output\":\"Current topic: \\\"Fixing SettingsController.cs Compilation Errors\\\"\\nTopic summary: The user reported several compilation errors in SettingsController.cs including unresolved symbols and argument mismatches. I will first examine the file content around the error lines to identify the root causes.\\n\\nStrategic Intent: Investigate and fix compilation errors in SettingsController.cs.\"}}}],\"status\":\"success\",\"timestamp\":\"2026-04-30T14:40:24.319Z\",\"resultDisplay\":\"## 📂 Topic: **Fixing SettingsController.cs Compilation Errors**\\n\\n**Summary:**\\nThe user reported several compilation errors in SettingsController.cs including unresolved symbols and argument mismatches. I will first examine the file content around the error lines to identify the root causes.\\n\\n> [!STRATEGY]\\n> **Intent:** Investigate and fix compilation errors in SettingsController.cs.\",\"description\":\"Update topic to: \\\"Fixing SettingsController.cs Compilation Errors\\\"\",\"displayName\":\"Update Topic Context\",\"renderOutputAsMarkdown\":true},{\"id\":\"activate_skill_1777560007796_0\",\"name\":\"activate_skill\",\"args\":{\"name\":\"using-superpowers\"},\"result\":[{\"functionResponse\":{\"id\":\"activate_skill_1777560007796_0\",\"name\":\"activa... [truncated]\nL13: {\"id\":\"ee92cad1-afaa-4604-b89a-ee7cb7b07290\",\"timestamp\":\"2026-04-30T14:40:29.248Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Investigating Error Resolution\",\"description\":\"I'm currently focused on the `SettingsController.cs` file, digging into the errors. The initial hurdle is the \\\"Cannot resolve symbol `_hoveredOnChanged`\\\" issue on line 121. My next step is to trace the declaration of `_hoveredOnChanged` within the class to understand why it's not being recognized. This should point me toward potential fixes.\",\"timestamp\":\"2026-04-30T14:40:28.955Z\"}],\"tokens\":{\"input\":38998,\"output\":54,\"cached\":27716,\"thoughts\":508,\"tool\":0,\"total\":39560},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"read_file_1777560029138_0\",\"name\":\"read_file\",\"args\":{\"start_line\":1,\"file_path\":\"E:/Learning_Progress/Projects/HALLUCINATE/Assets/Scripts/UI/SettingsController.cs\",\"end_line\":100},\"result\":[{\"functionResponse\":{\"id\":\"read_file_1777560029138_0\",\"name\":\"read_file\",\"response\":{\"output\":\"\\nIMPORTANT: The file content has been truncated.\\nStatus: Showing lines 1-100 of 386 total lines.\\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 101.\\n\\n--- FILE CONTENT (truncated) ---\\nusing UnityEngine;\\nusing UnityEngine.UIElements;\\nusing UnityEngine.Audio;\\nusing System.Collections.Generic;\\nusing System.Linq;\\nusing System;\\nusing System.Threading.Tasks;\\nusing OnlyScove.Scripts;\\nusing Hallucinate.Audio;\\nusing PrimeTween;\\n\\nnamespace Hallucinate.UI\\n{\\n public class SettingsController : BaseUIController\\n {\\n private VisualElement _sidebar;\\n private Label _tabTitle;\\n private ScrollView _content;\\n private Dictionary _tabButtons = new Dictionary();\\n private string _activeTab = \\\"GENERAL\\\";\\n\\n // Advanced Mouse Metrics\\n private Label _mouseMetr... [truncated]\nL16: {\"id\":\"c47e8ec5-9f03-4ad2-b32c-0a240ffd5be3\",\"timestamp\":\"2026-04-30T14:40:43.154Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Reviewing the Implementation\",\"description\":\"I'm now zeroing in on the `_hoveredOnChanged` function. It seems there's a discrepancy because it's being called, in the `OnMouseWheel` function. I'm taking a closer look at the lines around the call to understand the context and how this undefined member is being utilized.\",\"timestamp\":\"2026-04-30T14:40:40.780Z\"},{\"subject\":\"Investigating the Discrepancy\",\"description\":\"Okay, so I've confirmed that `_hoveredOnChanged` is indeed not defined as a class member, and my earlier suspicion was correct. The `OnMouseWheel` method is trying to invoke a callback that doesn't exist. To fix this, I plan to add a `private Action _hoveredOnChanged;` field and populate it when a slider is hovered. Additionally, I confirmed `className` isn't a property for labels, I will use `.AddToClassList(\\\"text-body\\\")` instead. Finally, I'll need to check the `PrimeTween` API for `Tween.Custom`.\",\"timestamp\":\"2026-04-30T14:40:42.139Z\"},{\"subject\":\"Pinpointing Missing Links\",\"description\":\"I'm now zeroing in on integrating the `_hoveredOnChanged` action within the slider's lifecycle. It's becoming clear how this will be populated during the `PointerEnterEvent`. Furthermore, I've confirmed the syntax for setting the `className` on the `Label` and will use `.AddToClassList(\\\"text-body\\\")` instead. Finally, I'm verifying the `Tween.Custom` calls, and will look at example implementations.\",\"timestamp\":\"2026-04-30T14:40:42.996Z\"}],\"tokens\":{\"input\":37234,\"output\":11,\"cached\":0,\"thoughts\":633,\"tool\":0,\"total\":37878},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"grep_search_1777560043026_0\",\"name\":\"grep_search\",\"args\":{\"pattern\":\"Tween\\\\.Custom\"},\"result\":[{\"functionResponse\":{\"id\":\"grep_search_1777560043026_0\",\"name\":\"grep_search\",\"response\":{\"output\":\"Found 23 matches for pattern \\\"Tween\\\\.Custom\\\" across 4... [truncated]\nL19: {\"id\":\"44c8d48d-eff0-49ef-b79f-60bd7cea5ece\",\"timestamp\":\"2026-04-30T14:41:00.466Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[],\"tokens\":{\"input\":42370,\"output\":55,\"cached\":35690,\"thoughts\":239,\"tool\":0,\"total\":42664},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"read_file_1777560060331_0\",\"name\":\"read_file\",\"args\":{\"file_path\":\"E:/Learning_Progress/Projects/HALLUCINATE/Assets/Scripts/UI/BaseUIController.cs\",\"end_line\":70,\"start_line\":55},\"result\":[{\"functionResponse\":{\"id\":\"read_file_1777560060331_0\",\"name\":\"read_file\",\"response\":{\"output\":\"\\nIMPORTANT: The file content has been truncated.\\nStatus: Showing lines 55-70 of 76 total lines.\\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 71.\\n\\n--- FILE CONTENT (truncated) ---\\n if (root == null) return;\\n\\n Show();\\n // Reset vị trí mặc định để tránh lỗi trôi màn hình\\n root.style.translate = new StyleTranslate(new Translate(Length.Percent(100), 0));\\n \\n await Tween.Custom(100f, 0f, duration: 0.5f, ease: Ease.OutBack, \\n onValueChange: val => root.style.translate = new StyleTranslate(new Translate(Length.Percent(val), 0)));\\n }\\n\\n public virtual async Task PlayTransitionOut()\\n {\\n if (root == null) return;\\n\\n await Tween.Custom(0f, -100f, duration: 0.5f, ease: Ease.InBack, \\n onValueChange: val => root.style.translate = new StyleTranslate(new Translate(Length.Percent(val), 0)));\"}}}],\"status\":\"success\",\"timestamp\":\"2026-04-30T14:41:00.479Z\",\"resultDisplay\":\"Read lines 55-70 of 76 from Assets/Scripts/UI/BaseUIController.cs\",\"description\":\"Assets\\\\...\\\\UI\\\\BaseUIController.cs\",\"displayName\":\"ReadFile\",\"renderOutputAsMarkdown\":true}]}\nL20: {\"id\":\"bd954747-f311-4e0c-9ae9-1fd643b1c049\",\"timestamp\":\"2026-04-30T14:41:08.324Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Reflecting on Implementation\",\"description\":\"I've confirmed that `onValueChange:` is indeed utilized within `BaseUIController.cs`. My next step is to address the errors. I'm focusing on `SettingsController.cs` and have devised a plan to add a private action and update the Create method.\",\"timestamp\":\"2026-04-30T14:41:04.440Z\"}],\"tokens\":{\"input\":42961,\"output\":17,\"cached\":39650,\"thoughts\":423,\"tool\":0,\"total\":43401},\"model\":\"gemini-3-flash-preview\"}\nL22: {\"id\":\"bd954747-f311-4e0c-9ae9-1fd643b1c049\",\"timestamp\":\"2026-04-30T14:41:08.324Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Reflecting on Implementation\",\"description\":\"I've confirmed that `onValueChange:` is indeed utilized within `BaseUIController.cs`. My next step is to address the errors. I'm focusing on `SettingsController.cs` and have devised a plan to add a private action and update the Create method.\",\"timestamp\":\"2026-04-30T14:41:04.440Z\"}],\"tokens\":{\"input\":42961,\"output\":17,\"cached\":39650,\"thoughts\":423,\"tool\":0,\"total\":43401},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"grep_search_1777560068222_0\",\"name\":\"grep_search\",\"args\":{\"pattern\":\"className =\"},\"result\":[{\"functionResponse\":{\"id\":\"grep_search_1777560068222_0\",\"name\":\"grep_search\",\"response\":{\"output\":\"Found 3 matches for pattern \\\"className =\\\" across 4 workspace directories:\\n---\\nFile: HALLUCINATE\\\\Assets\\\\Scripts\\\\UI\\\\SettingsController.cs\\nL178- switch (tabId)\\nL179- {\\nL180- case \\\"GENERAL\\\": RenderGeneralTab(); break;\\nL181- case \\\"VIDEO\\\": RenderVideoTab(); break;\\nL182- case \\\"SOUND\\\": RenderSoundTab(); break;\\nL183- case \\\"CONTROL\\\": RenderControlTab(); break;\\nL184- }\\nL185- }\\nL186- \\nL187- #region GENERAL TAB\\nL188- private void RenderGeneralTab()\\nL189- {\\nL190- _content.Add(CreateSection(\\\"ACCOUNT\\\"));\\nL191- string username = PlayerPrefs.GetString(\\\"Username\\\", \\\"Guest\\\");\\nL192- var userRow = new VisualElement { style = { flexDirection = FlexDirection.Row, alignItems = Align.Center, marginBottom = 10 } };\\nL193: userRow.Add(new Label(\\\"Logged in as: \\\") { className = \\\"text-body\\\" });\\nL194- userRow.Add(new Label(username) { style = { color = Color.cyan, marginLeft = 5, unityFontStyleAndWeight = FontStyle.Bold } });\\nL195- _content.Add(userRow);\\nL196- \\nL197- ... [truncated]\nL25: {\"id\":\"f5378366-784a-462f-8dab-3e4a4f6dc247\",\"timestamp\":\"2026-04-30T14:41:19.937Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Investigating Bug Source\",\"description\":\"Okay, I've narrowed it down. The bug appears to be solely within the `SettingsController.cs` file. The next step involves prepping the `replace` calls, and I've started adding the necessary field declarations.\",\"timestamp\":\"2026-04-30T14:41:13.565Z\"}],\"tokens\":{\"input\":44817,\"output\":236,\"cached\":39684,\"thoughts\":493,\"tool\":0,\"total\":45546},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"update_topic_1777560074175_0\",\"name\":\"update_topic\",\"args\":{\"summary\":\"I have identified the causes of the compilation errors: missing field '_hoveredOnChanged', incorrect property 'className' on VisualElements, and missing parameter name 'onValueChange' in Tween.Custom calls. I will now apply the fixes sequentially.\",\"title\":\"Implementing Fixes in SettingsController.cs\",\"strategic_intent\":\"Apply fixes to SettingsController.cs to resolve compilation errors.\"},\"result\":[{\"functionResponse\":{\"id\":\"update_topic_1777560074175_0\",\"name\":\"update_topic\",\"response\":{\"output\":\"Current topic: \\\"Implementing Fixes in SettingsController.cs\\\"\\nTopic summary: I have identified the causes of the compilation errors: missing field '_hoveredOnChanged', incorrect property 'className' on VisualElements, and missing parameter name 'onValueChange' in Tween.Custom calls. I will now apply the fixes sequentially.\\n\\nStrategic Intent: Apply fixes to SettingsController.cs to resolve compilation errors.\"}}}],\"status\":\"success\",\"timestamp\":\"2026-04-30T14:42:23.867Z\",\"resultDisplay\":\"## 📂 Topic: **Implementing Fixes in SettingsController.cs**\\n\\n**Summary:**\\nI have identified the causes of the compilation errors: missing field '_hoveredOnChanged', incorrect property 'className' on VisualElements, and missing parameter name 'onValueChange' in Tween.Custom calls. I will now apply the fixes sequentially.\\n\\n> [!STRATEGY]\\n> **Intent:*... [truncated]\nL28: {\"id\":\"ae6118a3-0147-4c0e-91a2-afffdac4c835\",\"timestamp\":\"2026-04-30T14:42:33.179Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Analyzing the Error\",\"description\":\"I'm currently focused on the `replace` tool's failure. The initial attempt crashed, so I'm reassessing. I think the large size of my `old_string` was the issue. I'm now planning smaller, more precise replacements to get things back on track.\",\"timestamp\":\"2026-04-30T14:42:32.920Z\"},{\"subject\":\"Refining Replacement Strategy\",\"description\":\"I'm now zeroing in on the problematic `replace` function and the source of its internal error. I've switched gears and am focusing on targeted fixes. First up: addressing `_hoveredOnChanged`. This should help me better understand the failure.\",\"timestamp\":\"2026-04-30T14:42:32.977Z\"}],\"tokens\":{\"input\":49183,\"output\":122,\"cached\":36039,\"thoughts\":77,\"tool\":0,\"total\":49382},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"replace_1777560153176_0\",\"name\":\"replace\",\"args\":{\"file_path\":\"E:/Learning_Progress/Projects/HALLUCINATE/Assets/Scripts/UI/SettingsController.cs\",\"instruction\":\"Add _hoveredOnChanged field to class members.\",\"old_string\":\"using UnityEngine;\\r\\nusing UnityEngine.UIElements;\\r\\nusing UnityEngine.Audio;\\r\\nusing System.Collections.Generic;\\r\\nusing System.Linq;\\r\\nusing System;\\r\\nusing System.Threading.Tasks;\\r\\nusing OnlyScove.Scripts;\\r\\nusing Hallucinate.Audio;\\r\\nusing PrimeTween;\\r\\n\\r\\nnamespace Hallucinate.UI\\r\\n{\\r\\n public class SettingsController : BaseUIController\\r\\n {\\r\\n private VisualElement _sidebar;\\r\\n private Label _tabTitle;\\r\\n private ScrollView _content;\\r\\n private Dictionary _tabButtons = new Dictionary();\\r\\n private string _activeTab = \\\"GENERAL\\\";\\r\\n\\r\\n // Advanced Mouse Metrics\\r\\n private Label _mouseMetricsLabel;\\r\\n\\r\\n // FPS State\\r\\n private bool _fpsVisible;\\r\\n\\r\\n // Hover Tracking for Arrow Key Sli... [truncated]\nL29: {\"id\":\"15098d35-680a-4912-9035-8462b24949ed\",\"timestamp\":\"2026-04-30T14:43:02.403Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Analyzing the Remaining Errors\",\"description\":\"I've successfully incorporated the `_hoveredOnChanged` field and am now addressing the remaining issues in `SettingsController.cs`. My focus is on updating `CreateSliderWithInput` to appropriately set the `_hoveredOnChanged` and fixing the `className` issues. I anticipate quick resolutions for both.\",\"timestamp\":\"2026-04-30T14:43:01.039Z\"}],\"tokens\":{\"input\":72295,\"output\":4445,\"cached\":44119,\"thoughts\":119,\"tool\":0,\"total\":76859},\"model\":\"gemini-3-flash-preview\"}\nL31: {\"id\":\"15098d35-680a-4912-9035-8462b24949ed\",\"timestamp\":\"2026-04-30T14:43:02.403Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Analyzing the Remaining Errors\",\"description\":\"I've successfully incorporated the `_hoveredOnChanged` field and am now addressing the remaining issues in `SettingsController.cs`. My focus is on updating `CreateSliderWithInput` to appropriately set the `_hoveredOnChanged` and fixing the `className` issues. I anticipate quick resolutions for both.\",\"timestamp\":\"2026-04-30T14:43:01.039Z\"}],\"tokens\":{\"input\":72295,\"output\":4445,\"cached\":44119,\"thoughts\":119,\"tool\":0,\"total\":76859},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"replace_1777560182393_0\",\"name\":\"replace\",\"args\":{\"instruction\":\"Fix className property on Labels and set _hoveredOnChanged in CreateSliderWithInput.\",\"new_string\":\"using UnityEngine;\\nusing UnityEngine.UIElements;\\nusing UnityEngine.Audio;\\nusing System.Collections.Generic;\\nusing System.Linq;\\nusing System;\\nusing System.Threading.Tasks;\\nusing OnlyScove.Scripts;\\nusing Hallucinate.Audio;\\nusing PrimeTween;\\n\\nnamespace Hallucinate.UI\\n{\\n public class SettingsController : BaseUIController\\n {\\n private VisualElement _sidebar;\\n private Label _tabTitle;\\n private ScrollView _content;\\n private Dictionary _tabButtons = new Dictionary();\\n private string _activeTab = \\\"GENERAL\\\";\\n\\n // Advanced Mouse Metrics\\n private Label _mouseMetricsLabel;\\n\\n // FPS State\\n private bool _fpsVisible;\\n\\n // Hover Tracking for Arrow Key Slider Control\\n private Slider _hoveredSlider;\\n private Action _hoveredOnChanged;\\n private float _sliderMin, _sliderMax;\\n\\n // Osu-style Volume Overlay\\n private VisualElement _volumeOverlay;\\n private Label _masterVolLabel;\\n private float _masterVol = 80f;\\n\\n public override void Initialize(VisualElement uxmlRoot... [truncated]\nL34: {\"id\":\"3253a6f0-1c0d-484d-a68c-04ff3934b79c\",\"timestamp\":\"2026-04-30T14:43:17.847Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Examining Code Issues\",\"description\":\"I've tackled the initial problems with `_hoveredOnChanged` and `className`, which is a good start. My focus is now on those `Tween.Custom` calls. Before I dive too deep, I need to make sure I haven't overlooked any other `className` instances that need my attention. Gotta be thorough!\",\"timestamp\":\"2026-04-30T14:43:14.145Z\"},{\"subject\":\"Analyzing Custom Tween Calls\",\"description\":\"I'm moving forward with fixing the `Tween.Custom` calls, targeting lines 376 and 381. I've already checked and addressed the `className` instances in `RenderGeneralTab` and `RenderControlTab`, so those are in good shape. Now, it's all about those tweens.\",\"timestamp\":\"2026-04-30T14:43:16.674Z\"}],\"tokens\":{\"input\":85087,\"output\":433,\"cached\":49203,\"thoughts\":91,\"tool\":0,\"total\":85611},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"replace_1777560197845_0\",\"name\":\"replace\",\"args\":{\"file_path\":\"E:/Learning_Progress/Projects/HALLUCINATE/Assets/Scripts/UI/SettingsController.cs\",\"new_string\":\"using UnityEngine;\\nusing UnityEngine.UIElements;\\nusing UnityEngine.Audio;\\nusing System.Collections.Generic;\\nusing System.Linq;\\nusing System;\\nusing System.Threading.Tasks;\\nusing OnlyScove.Scripts;\\nusing Hallucinate.Audio;\\nusing PrimeTween;\\n\\nnamespace Hallucinate.UI\\n{\\n public class SettingsController : BaseUIController\\n {\\n private VisualElement _sidebar;\\n private Label _tabTitle;\\n private ScrollView _content;\\n private Dictionary _tabButtons = new Dictionary();\\n private string _activeTab = \\\"GENERAL\\\";\\n\\n // Advanced Mouse Metrics\\n private Label _mouseMetricsLabel;\\n\\n // FPS State\\n private bool _fpsVisible;\\n\\n // Hover Tracking for Arrow Key Slider Control\\n private Slider _hoveredSlider;\\n ... [truncated]\nL37: {\"id\":\"d88a0e29-4f45-4822-ae4b-1d817b007fd5\",\"timestamp\":\"2026-04-30T14:43:43.697Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[{\"subject\":\"Refining Code Fixes\",\"description\":\"I've completed the last error checks on `SettingsController.cs`. I added the missing `_hoveredOnChanged` field and linked it to `CreateSliderWithInput`. I also used `.AddToClass` in place of object initializer assignments to resolve the `className` errors. Now I am satisfied that all fixes are complete.\",\"timestamp\":\"2026-04-30T14:43:42.751Z\"},{\"subject\":\"Validating SettingsController.cs\",\"description\":\"I've just run a final, cursory scan of `SettingsController.cs`, and I'm not spotting any glaring problems. The reported errors are all fixed. All reported errors have been resolved, specifically the `_hoveredOnChanged` symbol error, the `className` issues, and the argument mismatches in `Tween.Custom` calls. I am confident it is ready for review.\",\"timestamp\":\"2026-04-30T14:43:43.538Z\"}],\"tokens\":{\"input\":103283,\"output\":41,\"cached\":84294,\"thoughts\":129,\"tool\":0,\"total\":103453},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"read_file_1777560223581_0\",\"name\":\"read_file\",\"args\":{\"end_line\":400,\"start_line\":350,\"file_path\":\"E:/Learning_Progress/Projects/HALLUCINATE/Assets/Scripts/UI/SettingsController.cs\"},\"result\":[{\"functionResponse\":{\"id\":\"read_file_1777560223581_0\",\"name\":\"read_file\",\"response\":{\"output\":\"\\nIMPORTANT: The file content has been truncated.\\nStatus: Showing lines 350-400 of 403 total lines.\\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 401.\\n\\n--- FILE CONTENT (truncated) ---\\n }\\n });\\n\\n slider.RegisterValueChangedCallback(evt => {\\n float val = Mathf.Round(evt.newValue * 10f) / 10f;\\n if (input.panel?.focusController?.focusedElement != input.ElementAt(0)) input.valu... [truncated]\nL38: {\"id\":\"68f6090f-f64d-4904-8e9d-f838f4689e14\",\"timestamp\":\"2026-04-30T14:43:53.403Z\",\"type\":\"gemini\",\"content\":\"I have fixed the compilation errors in `SettingsController.cs`:\\n\\n1. **Unresolved `_hoveredOnChanged`**: Added `private Action _hoveredOnChanged` field and implemented its assignment in `CreateSliderWithInput` within the `PointerEnterEvent` and `PointerLeaveEvent` callbacks.\\n2. **Unresolved `className`**: Replaced the invalid object initializer property `className = \\\"text-body\\\"` with the correct Unity UI Toolkit method `.AddToClassList(\\\"text-body\\\")` for all `Label` instances.\\n3. **`Tween.Custom` Argument Mismatch**: Explicitly added the missing `onValueChange:` parameter name to the `PrimeTween.Tween.Custom` calls in `PlayTransitionIn` and `PlayTransitionOut` to match the required method signature.\\n\\n```csharp\\n// Example of fixes applied:\\nslider.RegisterCallback(evt => { \\n _hoveredSlider = slider; \\n _hoveredOnChanged = OnValueChanged; // Now correctly tracked\\n _sliderMin = min; \\n _sliderMax = max; \\n});\\n\\n// Fix for className\\nvar loggedInLabel = new Label(\\\"Logged in as: \\\");\\nloggedInLabel.AddToClassList(\\\"text-body\\\");\\nuserRow.Add(loggedInLabel);\\n\\n// Fix for PrimeTween calls\\nawait Tween.Custom(-100f, 0f, duration: 0.4f, ease: Ease.OutQuad, \\n onValueChange: val => _sidebar.style.translate = new StyleTranslate(new Translate(Length.Percent(val), 0)));\\n```\",\"thoughts\":[],\"tokens\":{\"input\":109638,\"output\":355,\"cached\":88792,\"thoughts\":281,\"tool\":0,\"total\":110274},\"model\":\"gemini-3-flash-preview\"}\n---\nFile: HALLUCINATE\\.gemini-workspace-history\\summary-2026-04-30.md\nL4: Project HALLUCINATE is a Unity-based multiplayer game utilizing **Photon Fusion** for networking and **UI Toolkit** for front-end management. 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(limited)","matches":[{"filePath":"HALLUCINATE\\.gemini-workspace-history\\active-context.md","absolutePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\.gemini-workspace-history\\active-context.md","lineNumber":4,"line":"{\"id\":\"596209cc-7dee-42f1-9ec3-eb872fa9f897\",\"timestamp\":\"2026-04-30T14:39:40.311Z\",\"type\":\"info\",\"content\":\"# Technical Summary - HALLUCINATE Project\\r\\n\\r\\n## Overview\\r\\nProject HALLUCINATE is a Unity-based multiplayer game utilizing **Photon Fusion** for networking and **UI Toolkit** for front-end management. Recent development has concentrated on the core networking infrastructure and the lobby system.\\r\\n\\r\\n## Modified Files\\r\\n- `Assets/Scripts/Network/BasicSpawner.cs`: Centralized `NetworkRunner` management, handling session creation, joining, and player profile initialization.\\r\\n- `Assets/Scripts/UI/LobbyController.cs`: UI logic for room management, password protection, and lounge interactions.\\r\\n- `Assets/Scripts/Player Controller/PlayerStateMachine.cs`: Core player logic (referenced in memory).\\r\\n\\r\\n## Key Logic & Decisions\\r\\n- **Network Architecture**: Singleton `BasicSpawner` manages the Fusion runner lifecycle. Session joining uses `SessionLobby.ClientServer`.\\r\\n- **UI Architecture**: `LobbyController` inherits from a base UI class and uses direct `VisualElement` queries for dynamic UI updates (UXML/USS).\\r\\n- **Security**: Implementation of session passwords via custom properties in Photon sessions.\\r\\n- **State Sync**: Player status (Ready/Start) and lounge info are synchronized between clients, likely via `PlayerDataManager`.\\r\\n\\r\\n## Next Steps\\r\\n- [ ] Verify RPC/SyncVar logic in `LobbyController.cs`.\\r\\n- [ ] Connect `PlayerStateMachine` to the spawning flow in `BasicSpawner`.\\r\\n- [ ] Implement/Finalize the chat system within the lobby lounge.\\r\\n- [ ] Ensure all scene transitions (Main Scene) are robust.\\r\\n\"}"},{"filePath":"HALLUCINATE\\.gemini-workspace-history\\active-context.md","absolutePath":"E:\\Learning_Progress\\Projects\\HALLUCINATE\\.gemini-workspace-history\\active-context.md","lineNumber":10,"line":"{\"id\":\"8c1057e4-b7d8-430b-beb5-cf0a4594ecdd\",\"timestamp\":\"2026-04-30T14:40:08.789Z\",\"type\":\"gemini\",\"content\":\"\",\"thoughts\":[],\"tokens\":{\"input\":29533,\"output\":198,\"cached\":0,\"thoughts\":329,\"tool\":0,\"total\":30060},\"model\":\"gemini-3-flash-preview\",\"toolCalls\":[{\"id\":\"update_topic_1777560008635_3\",\"name\":\"update_topic\",\"args\":{\"summary\":\"The user reported several compilation errors in SettingsController.cs including unresolved symbols and argument mismatches. I will first examine the file content around the error lines to identify the root causes.\",\"strategic_intent\":\"Investigate and fix compilation errors in SettingsController.cs.\",\"title\":\"Fixing SettingsController.cs Compilation Errors\"},\"result\":[{\"functionResponse\":{\"id\":\"update_topic_1777560008635_3\",\"name\":\"update_topic\",\"response\":{\"output\":\"Current topic: \\\"Fixing SettingsController.cs Compilation Errors\\\"\\nTopic summary: The user reported several compilation errors in SettingsController.cs including unresolved symbols and argument mismatches. I will first examine the file content around the error lines to identify the root causes.\\n\\nStrategic Intent: Investigate and fix compilation errors in SettingsController.cs.\"}}}],\"status\":\"success\",\"timestamp\":\"2026-04-30T14:40:24.319Z\",\"resultDisplay\":\"## 📂 Topic: **Fixing SettingsController.cs Compilation Errors**\\n\\n**Summary:**\\nThe user reported several compilation errors in SettingsController.cs including unresolved symbols and argument mismatches. I will first examine the file content around the error lines to identify the root causes.\\n\\n> [!STRATEGY]\\n> **Intent:** Investigate and fix compilation errors in SettingsController.cs.\",\"description\":\"Update topic to: \\\"Fixing SettingsController.cs Compilation Errors\\\"\",\"displayName\":\"Update Topic Context\",\"renderOutputAsMarkdown\":true},{\"id\":\"activate_skill_1777560007796_0\",\"name\":\"activate_skill\",\"args\":{\"name\":\"using-superpowers\"},\"result\":[{\"functionResponse\":{\"id\":\"activate_skill_1777560007796_0\",\"name\":\"activate_skill\",\"response\":{\"output\":\"\\n \\n \\nIf you were dispatched as a subagent to execute a specific task, skip this skill.\\n\\n\\n\\nIf you think there is even a 1% chance a skill might apply to what you are doing, you ABSOLUTELY MUST invoke the skill.\\n\\nIF A SKILL APPLIES TO YOUR TASK, YOU DO NOT HAVE A CHOICE. YOU MUST USE IT.\\n\\nThis is not negotiable. This is not optional. You cannot rationalize your way out of this.\\n\\n\\n## Instruction Priority\\n\\nSuperpowers skills override default system prompt behavior, but **user instructions always take precedence**:\\n\\n1. **User's explicit instructions** (CLAUDE.md, GEMINI.md, AGENTS.md, direct requests) — highest priority\\n2. **Superpowers skills** — override default system behavior where they conflict\\n3. **Default system prompt** — lowest priority\\n\\nIf CLAUDE.md, GEMINI.md, or AGENTS.md says \\\"don't use TDD\\\" and a skill says \\\"always use TDD,\\\" follow the user's instructions. The user is in control.\\n\\n## How to Access Skills\\n\\n**In Claude Code:** Use the `Skill` tool. When you invoke a skill, its content is loaded and presented to you—follow it directly. Never use the Read tool on skill files.\\n\\n**In Copilot CLI:** Use the `skill` tool. Skills are auto-discovered from installed plugins. The `skill` tool works the same as Claude Code's `Skill` tool.\\n\\n**In Gemini CLI:** Skills activate via the `activate_skill` tool. Gemini loads skill metadata at session start and activates the full content on demand.\\n\\n**In other environments:** Check your platform's documentation for how skills are loaded.\\n\\n## Platform Adaptation\\n\\nSkills use Claude Code tool names. Non-CC platforms: see `references/copilot-tools.md` (Copilot CLI), `references/codex-tools.md` (Codex) for tool equivalents. Gemini CLI users get the tool mapping loaded automatically via GEMINI.md.\\n\\n# Using Skills\\n\\n## The Rule\\n\\n**Invoke relevant or requested skills BEFORE any response or action.** Even a 1% chance a skill might apply means that you should invoke the skill to check. If an invoked skill turns out to be wrong for the situation, you don't need to use it.\\n\\n```dot\\ndigraph skill_flow {\\n \\\"User message received\\\" [shape=doublecircle];\\n \\\"About to EnterPlanMode?\\\" [shape=doublecircle];\\n \\\"Already brainstormed?\\\" [shape=diamond];\\n \\\"Invoke brainstorming skill\\\" [shape=box];\\n \\\"Might any skill apply?\\\" [shape=diamond];\\n \\\"Invoke Skill tool\\\" [shape=box];\\n \\\"Announce: 'Using [skill] to [purpose]'\\\" [shape=box];\\n \\\"Has checklist?\\\" [shape=diamond];\\n \\\"Create TodoWrite todo per item\\\" [shape=box];\\n \\\"Follow skill exactly\\\" [shape=box];\\n \\\"Respond (including clarifications)\\\" [shape=doublecircle];\\n\\n \\\"About to EnterPlanMode?\\\" -> \\\"Already brainstormed?\\\";\\n \\\"Already brainstormed?\\\" -> \\\"Invoke brainstorming skill\\\" [label=\\\"no\\\"];\\n \\\"Already brainstormed?\\\" -> \\\"Might any skill apply?\\\" [label=\\\"yes\\\"];\\n \\\"Invoke brainstorming skill\\\" -> \\\"Might any skill apply?\\\";\\n\\n \\\"User message received\\\" -> \\\"Might any skill apply?\\\";\\n \\\"Might any skill apply?\\\" -> \\\"Invoke Skill tool\\\" [label=\\\"yes, even 1%\\\"];\\n \\\"Might any skill apply?\\\" -> \\\"Respond (including clarifications)\\\" [label=\\\"definitely not\\\"];\\n \\\"Invoke Skill tool\\\" -> \\\"Announce: 'Using [skill] to [purpose]'\\\";\\n \\\"Announce: 'Using [skill] to [purpose]'\\\" -> \\\"Has checklist?\\\";\\n \\\"Has checklist?\\\" -> \\\"Create TodoWrite todo per item\\\" [label=\\\"yes\\\"];\\n \\\"Has checklist?\\\" -> \\\"Follow skill exactly\\\" [label=\\\"no\\\"];\\n \\\"Create TodoWrite todo per item\\\" -> \\\"Follow skill exactly\\\";\\n}\\n```\\n\\n## Red Flags\\n\\nThese thoughts mean STOP—you're rationalizing:\\n\\n| Thought | Reality |\\n|---------|---------|\\n| \\\"This is just a simple question\\\" | Questions are tasks. Check for skills. |\\n| \\\"I need more context first\\\" | Skill check comes BEFORE clarifying questions. |\\n| \\\"Let me explore the codebase first\\\" | Skills tell you HOW to explore. Check first. |\\n| \\\"I can check git/files quickly\\\" | Files lack conversation context. Check for skills. |\\n| \\\"Let me gather information first\\\" | Skills tell you HOW to gather information. |\\n| \\\"This doesn't need a formal skill\\\" | If a skill exists, use it. |\\n| \\\"I remember this skill\\\" | Skills evolve. Read current version. |\\n| \\\"This doesn't count as a task\\\" | Action = task. Check for skills. |\\n| \\\"The skill is overkill\\\" | Simple things become complex. Use it. |\\n| \\\"I'll just do this one thing first\\\" | Check BEFORE doing anything. |\\n| \\\"This feels productive\\\" | Undisciplined action wastes time. Skills prevent this. |\\n| \\\"I know what that means\\\" | Knowing the concept ≠ using the skill. Invoke it. |\\n\\n## Skill Priority\\n\\nWhen multiple skills could apply, use this order:\\n\\n1. **Process skills first** (brainstorming, debugging) - these determine HOW to approach the task\\n2. **Implementation skills second** (frontend-design, mcp-builder) - these guide execution\\n\\n\\\"Let's build X\\\" → brainstorming first, then implementation skills.\\n\\\"Fix this bug\\\" → debugging first, then domain-specific skills.\\n\\n## Skill Types\\n\\n**Rigid** (TDD, debugging): Follow exactly. Don't adapt away discipline.\\n\\n**Flexible** (patterns): Adapt principles to context.\\n\\nThe skill itself tells you which.\\n\\n## User Instructions\\n\\nInstructions say WHAT, not HOW. \\\"Add X\\\" or \\\"Fix Y\\\" doesn't mean skip workflows.\\n \\n\\n \\n Showing up to 200 items (files + folders).\\n\\nC:\\\\Users\\\\scove\\\\.gemini\\\\extensions\\\\superpowers\\\\skills\\\\using-superpowers\\\\\\n├───SKILL.md\\n└───references\\\\\\n ├───codex-tools.md\\n ├───copilot-tools.md\\n └───gemini-tools.md\\n \\n\"}}}],\"status\":\"success\",\"timestamp\":\"2026-04-30T14:40:24.319Z\",\"resultDisplay\":\"Skill **using-superpowers** activated. Resources loaded from `C:\\\\Users\\\\scove\\\\.gemini\\\\extensions\\\\superpowers\\\\skills\\\\using-superpowers`:\\n\\nShowing up to 200 items (files + folders).\\n\\nC:\\\\Users\\\\scove\\\\.gemini\\\\extensions\\\\superpowers\\\\skills\\\\using-superpowers\\\\\\n├───SKILL.md\\n└───references\\\\\\n ├───codex-tools.md\\n ├───copilot-tools.md\\n └───gemini-tools.md\",\"description\":\"\\\"using-superpowers\\\": Use when starting any conversation - establishes how to find and use skills, requiring Skill tool invocation before ANY response including clarifying questions\",\"displayName\":\"Activate Skill\",\"renderOutputAsMarkdown\":true},{\"id\":\"activate_skill_1777560007919_1\",\"name\":\"activate_skill\",\"args\":{\"name\":\"systematic-debugging\"},\"result\":[{\"functionResponse\":{\"id\":\"activate_skill_1777560007919_1\",\"name\":\"activate_skill\",\"response\":{\"output\":\"\\n \\n # Systematic Debugging\\n\\n## Overview\\n\\nRandom fixes waste time and create new bugs. Quick patches mask underlying issues.\\n\\n**Core principle:** ALWAYS find root cause before attempting fixes. Symptom fixes are failure.\\n\\n**Violating the letter of this process is violating the spirit of debugging.**\\n\\n## The Iron Law\\n\\n```\\nNO FIXES WITHOUT ROOT CAUSE INVESTIGATION FIRST\\n```\\n\\nIf you haven't completed Phase 1, you cannot propose fixes.\\n\\n## When to Use\\n\\nUse for ANY technical issue:\\n- Test failures\\n- Bugs in production\\n- Unexpected behavior\\n- Performance problems\\n- Build failures\\n- Integration issues\\n\\n**Use this ESPECIALLY when:**\\n- Under time pressure (emergencies make guessing tempting)\\n- \\\"Just one quick fix\\\" seems obvious\\n- You've already tried multiple fixes\\n- Previous fix didn't work\\n- You don't fully understand the issue\\n\\n**Don't skip when:**\\n- Issue seems simple (simple bugs have root causes too)\\n- You're in a hurry (rushing guarantees rework)\\n- Manager wants it fixed NOW (systematic is faster than thrashing)\\n\\n## The Four Phases\\n\\nYou MUST complete each phase before proceeding to the next.\\n\\n### Phase 1: Root Cause Investigation\\n\\n**BEFORE attempting ANY fix:**\\n\\n1. **Read Error Messages Carefully**\\n - Don't skip past errors or warnings\\n - They often contain the exact solution\\n - Read stack traces completely\\n - Note line numbers, file paths, error codes\\n\\n2. **Reproduce Consistently**\\n - Can you trigger it reliably?\\n - What are the exact steps?\\n - Does it happen every time?\\n - If not reproducible → gather more data, don't guess\\n\\n3. **Check Recent Changes**\\n - What changed that could cause this?\\n - Git diff, recent commits\\n - New dependencies, config changes\\n - Environmental differences\\n\\n4. **Gather Evidence in Multi-Component Systems**\\n\\n **WHEN system has multiple components (CI → build → signing, API → service → database):**\\n\\n **BEFORE proposing fixes, add diagnostic instrumentation:**\\n ```\\n For EACH component boundary:\\n - Log what data enters component\\n - Log what data exits component\\n - Verify environment/config propagation\\n - Check state at each layer\\n\\n Run once to gather evidence showing WHERE it breaks\\n THEN analyze evidence to identify failing component\\n THEN investigate that specific component\\n ```\\n\\n **Example (multi-layer system):**\\n ```bash\\n # Layer 1: Workflow\\n echo \\\"=== Secrets available in workflow: ===\\\"\\n echo \\\"IDENTITY: ${IDENTITY:+SET}${IDENTITY:-UNSET}\\\"\\n\\n # Layer 2: Build script\\n echo \\\"=== Env vars in build script: ===\\\"\\n env | grep IDENTITY || echo \\\"IDENTITY not in environment\\\"\\n\\n # Layer 3: Signing script\\n echo \\\"=== Keychain state: ===\\\"\\n security list-keychains\\n security find-identity -v\\n\\n # Layer 4: Actual signing\\n codesign --sign \\\"$IDENTITY\\\" --verbose=4 \\\"$APP\\\"\\n ```\\n\\n **This reveals:** Which layer fails (secrets → workflow ✓, workflow → build ✗)\\n\\n5. **Trace Data Flow**\\n\\n **WHEN error is deep in call stack:**\\n\\n See `root-cause-tracing.md` in this directory for the complete backward tracing technique.\\n\\n **Quick version:**\\n - Where does bad value originate?\\n - What called this with bad value?\\n - Keep tracing up until you find the source\\n - Fix at source, not at symptom\\n\\n### Phase 2: Pattern Analysis\\n\\n**Find the pattern before fixing:**\\n\\n1. **Find Working Examples**\\n - Locate similar working code in same codebase\\n - What works that's similar to what's broken?\\n\\n2. **Compare Against References**\\n - If implementing pattern, read reference implementation COMPLETELY\\n - Don't skim - read every line\\n - Understand the pattern fully before applying\\n\\n3. **Identify Differences**\\n - What's different between working and broken?\\n - List every difference, however small\\n - Don't assume \\\"that can't matter\\\"\\n\\n4. **Understand Dependencies**\\n - What other components does this need?\\n - What settings, config, environment?\\n - What assumptions does it make?\\n\\n### Phase 3: Hypothesis and Testing\\n\\n**Scientific method:**\\n\\n1. **Form Single Hypothesis**\\n - State clearly: \\\"I think X is the root cause because Y\\\"\\n - Write it down\\n - Be specific, not vague\\n\\n2. **Test Minimally**\\n - Make the SMALLEST possible change to test hypothesis\\n - One variable at a time\\n - Don't fix multiple things at once\\n\\n3. **Verify Before Continuing**\\n - Did it work? Yes → Phase 4\\n - Didn't work? Form NEW hypothesis\\n - DON'T add more fixes on top\\n\\n4. **When You Don't Know**\\n - Say \\\"I don't understand X\\\"\\n - Don't pretend to know\\n - Ask for help\\n - Research more\\n\\n### Phase 4: Implementation\\n\\n**Fix the root cause, not the symptom:**\\n\\n1. **Create Failing Test Case**\\n - Simplest possible reproduction\\n - Automated test if possible\\n - One-off test script if no framework\\n - MUST have before fixing\\n - Use the `superpowers:test-driven-development` skill for writing proper failing tests\\n\\n2. **Implement Single Fix**\\n - Address the root cause identified\\n - ONE change at a time\\n - No \\\"while I'm here\\\" improvements\\n - No bundled refactoring\\n\\n3. **Verify Fix**\\n - Test passes now?\\n - No other tests broken?\\n - Issue actually resolved?\\n\\n4. **If Fix Doesn't Work**\\n - STOP\\n - Count: How many fixes have you tried?\\n - If < 3: Return to Phase 1, re-analyze with new information\\n - **If ≥ 3: STOP and question the architecture (step 5 below)**\\n - DON'T attempt Fix #4 without architectural discussion\\n\\n5. **If 3+ Fixes Failed: Question Architecture**\\n\\n **Pattern indicating architectural problem:**\\n - Each fix reveals new shared state/coupling/problem in different place\\n - Fixes require \\\"massive refactoring\\\" to implement\\n - Each fix creates new symptoms elsewhere\\n\\n **STOP and question fundamentals:**\\n - Is this pattern fundamentally sound?\\n - Are we \\\"sticking with it through sheer inertia\\\"?\\n - Should we refactor architecture vs. continue fixing symptoms?\\n\\n **Discuss with your human partner before attempting more fixes**\\n\\n This is NOT a failed hypothesis - this is a wrong architecture.\\n\\n## Red Flags - STOP and Follow Process\\n\\nIf you catch yourself thinking:\\n- \\\"Quick fix for now, investigate later\\\"\\n- \\\"Just try changing X and see if it works\\\"\\n- \\\"Add multiple changes, run tests\\\"\\n- \\\"Skip the test, I'll manually verify\\\"\\n- \\\"It's probably X, let me fix that\\\"\\n- \\\"I don't fully understand but this might work\\\"\\n- \\\"Pattern says X but I'll adapt it differently\\\"\\n- \\\"Here are the main problems: [lists fixes without investigation]\\\"\\n- Proposing solutions before tracing data flow\\n- **\\\"One more fix attempt\\\" (when already tried 2+)**\\n- **Each fix reveals new problem in different place**\\n\\n**ALL of these mean: STOP. Return to Phase 1.**\\n\\n**If 3+ fixes failed:** Question the architecture (see Phase 4.5)\\n\\n## your human partner's Signals You're Doing It Wrong\\n\\n**Watch for these redirections:**\\n- \\\"Is that not happening?\\\" - You assumed without verifying\\n- \\\"Will it show us...?\\\" - You should have added evidence gathering\\n- \\\"Stop guessing\\\" - You're proposing fixes without understanding\\n- \\\"Ultrathink this\\\" - Question fundamentals, not just symptoms\\n- \\\"We're stuck?\\\" (frustrated) - Your approach isn't working\\n\\n**When you see these:** STOP. Return to Phase 1.\\n\\n## Common Rationalizations\\n\\n| Excuse | Reality |\\n|--------|---------|\\n| \\\"Issue is simple, don't need process\\\" | Simple issues have root causes too. Process is fast for simple bugs. |\\n| \\\"Emergency, no time for process\\\" | Systematic debugging is FASTER than guess-and-check thrashing. |\\n| \\\"Just try this first, then investigate\\\" | First fix sets the pattern. Do it right from the start. |\\n| \\\"I'll write test after confirming fix works\\\" | Untested fixes don't stick. Test first proves it. |\\n| \\\"Multiple fixes at once saves time\\\" | Can't isolate what worked. Causes new bugs. |\\n| \\\"Reference too long, I'll adapt the pattern\\\" | Partial understanding guarantees bugs. Read it completely. |\\n| \\\"I see the problem, let me fix it\\\" | Seeing symptoms ≠ understanding root cause. |\\n| \\\"One more fix attempt\\\" (after 2+ failures) | 3+ failures = architectural problem. Question pattern, don't fix again. |\\n\\n## Quick Reference\\n\\n| Phase | Key Activities | Success Criteria |\\n|-------|---------------|------------------|\\n| **1. Root Cause** | Read errors, reproduce, check changes, gather evidence | Understand WHAT and WHY |\\n| **2. Pattern** | Find working examples, compare | Identify differences |\\n| **3. Hypothesis** | Form theory, test minimally | Confirmed or new hypothesis |\\n| **4. Implementation** | Create test, fix, verify | Bug resolved, tests pass |\\n\\n## When Process Reveals \\\"No Root Cause\\\"\\n\\nIf systematic investigation reveals issue is truly environmental, timing-dependent, or external:\\n\\n1. You've completed the process\\n2. Document what you investigated\\n3. Implement appropriate handling (retry, timeout, error message)\\n4. Add monitoring/logging for future investigation\\n\\n**But:** 95% of \\\"no root cause\\\" cases are incomplete investigation.\\n\\n## Supporting Techniques\\n\\nThese techniques are part of systematic debugging and available in this directory:\\n\\n- **`root-cause-tracing.md`** - Trace bugs backward through call stack to find original trigger\\n- **`defense-in-depth.md`** - Add validation at multiple layers after finding root cause\\n- **`condition-based-waiting.md`** - Replace arbitrary timeouts with condition polling\\n\\n**Related skills:**\\n- **superpowers:test-driven-development** - For creating failing test case (Phase 4, Step 1)\\n- **superpowers:verification-before-completion** - Verify fix worked before claiming success\\n\\n## Real-World Impact\\n\\nFrom debugging sessions:\\n- Systematic approach: 15-30 minutes to fix\\n- Random fixes approach: 2-3 hours of thrashing\\n- First-time fix rate: 95% vs 40%\\n- New bugs introduced: Near zero vs common\\n \\n\\n \\n Showing up to 200 items (files + folders).\\n\\nC:\\\\Users\\\\scove\\\\.gemini\\\\extensions\\\\superpowers\\\\skills\\\\systematic-debugging\\\\\\n├───condition-based-waiting-example.ts\\n├───condition-based-waiting.md\\n├───CREATION-LOG.md\\n├───defense-in-depth.md\\n├───find-polluter.sh\\n├───root-cause-tracing.md\\n├───SKILL.md\\n├───test-academic.md\\n├───test-pressure-1.md\\n├───test-pressure-2.md\\n└───test-pressure-3.md\\n \\n\"}}}],\"status\":\"success\",\"timestamp\":\"2026-04-30T14:40:24.319Z\",\"resultDisplay\":\"Skill **systematic-debugging** activated. Resources loaded from `C:\\\\Users\\\\scove\\\\.gemini\\\\extensions\\\\superpowers\\\\skills\\\\systematic-debugging`:\\n\\nShowing up to 200 items (files + folders).\\n\\nC:\\\\Users\\\\scove\\\\.gemini\\\\extensions\\\\superpowers\\\\skills\\\\systematic-debugging\\\\\\n├───condition-based-waiting-example.ts\\n├───condition-based-waiting.md\\n├───CREATION-LOG.md\\n├───defense-in-depth.md\\n├───find-polluter.sh\\n├───root-cause-tracing.md\\n├───SKILL.md\\n├───test-academic.md\\n├───test-pressure-1.md\\n├───test-pressure-2.md\\n└───test-pressure-3.md\",\"description\":\"\\\"systematic-debugging\\\": Use when encountering any bug, test failure, or unexpected behavior, before proposing fixes\",\"displayName\":\"Activate Skill\",\"renderOutputAsMarkdown\":true},{\"id\":\"activate_skill_1777560008448_2\",\"name\":\"activate_skill\",\"args\":{\"name\":\"csharp-code-writer\"},\"result\":[{\"functionResponse\":{\"id\":\"activate_skill_1777560008448_2\",\"name\":\"activate_skill\",\"response\":{\"output\":\"\\n \\n # C# Code Writer\\r\\n\\r\\n## Overview\\r\\n\\r\\n此技能提供 Unity C# 游戏脚本的编写、编译与编译错误修复工作流程。目标是把代码**写对**:实现完整逻辑,并确保 Unity 编译无错误。\\r\\n\\r\\n本技能聚焦“编码正确性与可编译性”,不承担业务验收/功能验收职责(验收要求由调用方定义)。\\r\\n\\r\\n## When to Use This Skill\\r\\n\\r\\n使用此技能当:\\r\\n- 需要实现多个相关的游戏脚本(例如玩家控制、游戏管理、AI、工具类等)\\r\\n- 需要确保所有编写的代码能够通过 Unity 编译且无错误(并在出现编译错误时自动修复)\\r\\n- 需要自动诊断并修复 C# 编译错误\\r\\n- 需要验证代码的完整性和实现质量(不只是空框架)\\r\\n\\r\\n## Core Workflow\\r\\n\\r\\n### 步骤1:理解调用方下发的编码需求\\r\\n\\r\\n1. 从调用方提供的 `task`/上下文中提取:目标脚本清单、路径规范、关键接口/方法要求、行为约束与边界条件\\r\\n2. 如需补充背景,只读取调用方明确指定的文档/文件路径(避免自行扩展范围导致偏离需求)\\r\\n3. **代码行数限制**:本次任务新增/修改的总代码行数不超过 3000 行;若接近上限,必须停止并把剩余项留给后续开发者(已开始修改的脚本不得留下半成品)\\r\\n\\r\\n### 步骤2:创建任务清单\\r\\n\\r\\n使用 `todo_write` 创建 C# 脚本编写任务列表:\\r\\n- 每个脚本作为一个独立任务\\r\\n- 推荐顺序:核心管理类 → 实体控制类 → 工具类\\r\\n- 确保所有脚本都在任务列表中\\r\\n\\r\\n### 步骤3:编写C#代码\\r\\n\\r\\n使用 `unity_script` 创建每个脚本文件:\\r\\n\\r\\n**文件路径规范**:\\r\\n- 路径:优先遵循调用方给出的路径约定;若未给出,默认:`Assets/Games/{GameName}/Scripts/{ScriptName}.cs`\\r\\n- 文件名必须与调用方要求一致\\r\\n- 使用 PascalCase 命名规范\\r\\n\\r\\n**代码完整性要求**:\\r\\n- ✅ 所有方法必须完全实现,不能只有空框架 `{}`\\r\\n- ✅ 必须包含具体的功能实现代码\\r\\n- ✅ 必须处理边界情况和错误情况\\r\\n- ❌ 不能包含 `NotImplementedException`\\r\\n- ❌ 不能包含 `throw new System.NotImplementedException()`\\r\\n- ❌ 方法体内不能只有注释而没有可执行代码\\r\\n\\r\\n**代码质量标准**:\\r\\n- 方法体必须有实际的代码逻辑\\r\\n- 返回值必须是合理的实现结果\\r\\n- 必须实现架构文档中描述的所有功能\\r\\n- 添加适当的注释说明复杂逻辑\\r\\n- 符合 Unity 和 C# 最佳实践\\r\\n\\r\\n### 步骤4:代码完整性检查\\r\\n\\r\\n在触发编译前,必须验证代码完整性:\\r\\n\\r\\n1. 读取所有已创建的 C# 脚本\\r\\n2. 逐行检查代码内容,验证:\\r\\n - 所有方法都有实际的功能代码\\r\\n - 方法体内不能只有空括号 `{}`\\r\\n - 不能包含未实现的异常抛出\\r\\n - 返回值是合理的实现,不是占位符\\r\\n3. 如果发现未完全实现的代码:\\r\\n - 分析架构文档中的对应功能需求\\r\\n - 补全缺失的实现\\r\\n - 返回 Step 3 重新编写\\r\\n4. 确认所有代码完全实现后,进入下一步\\r\\n\\r\\n### 步骤5:触发代码编译\\r\\n\\r\\n每次编写或修改脚本后,必须触发 Unity 编译\\r\\n\\r\\n### 步骤6:检查编译报错\\r\\n\\r\\n编译完成后必须检查 Unity Console,并对**编译错误**进行修复,直到编译无错误为止。\\r\\n\\r\\n推荐优先使用:`unity_workflow { \\\"action\\\": \\\"compile_and_validate\\\" }`(会返回 `hasErrors/hasWarnings` 并包含对应 console entries)。\\r\\n\\r\\n**当日志过多时可以选择精简日志模式或减少获取日志数量**:\\r\\n```json\\r\\n{\\r\\n \\\"action\\\": \\\"get\\\",\\r\\n \\\"format\\\": \\\"plain\\\",\\r\\n \\\"since_token\\\": \\\"your_token_here\\\",\\r\\n \\\"includeStacktrace\\\": false\\r\\n}\\r\\n```\\r\\n\\r\\n### 步骤7:向调用方回传结果\\r\\n\\r\\n向调用方输出清晰的实现回传信息,至少包含:\\r\\n- 本次创建/修改的脚本清单与路径\\r\\n- 编译结果(无错误;若仍有 warning 需说明)\\r\\n- 任何需要调用方在“验收/验证阶段”处理的注意事项(若调用方提供了对应约束/标准)\\r\\n\\r\\n## Code Quality Standards\\r\\n\\r\\n### Implementation Requirements\\r\\n\\r\\n- **Complete Implementation**: 所有方法必须完全实现,不能只有空框架\\r\\n- **Error Handling**: 必须处理边界情况和错误情况\\r\\n- **Return Values**: 返回值必须是合理的实现结果,不是简单占位符\\r\\n- **No Placeholders**: 不能包含 `NotImplementedException` 或类似占位符\\r\\n\\r\\n## Success Criteria\\r\\n\\r\\n- ✅ 所有 C# 脚本文件已创建\\r\\n- ✅ 所有脚本成功编译,无错误\\r\\n- ✅ 代码结构符合调用方要求\\r\\n- ✅ 代码完全实现,无空框架或占位符\\r\\n- ✅ 代码注释清晰,易于后续维护\\r\\n\\r\\n## Resources\\r\\n\\r\\n此技能不包含额外的 scripts、references 或 assets,所有必要的指导都已包含在 SKILL.md 中。工作流程通过 Unity 内置工具(`unity_script`、`unity_editor`、`unity_console`)完成。\\n \\n\\n \\n Showing up to 200 items (files + folders).\\n\\nC:\\\\Users\\\\scove\\\\.gemini\\\\extensions\\\\unity-game-generator\\\\skills\\\\csharp-code-writer\\\\\\n└───SKILL.md\\n \\n\"}}}],\"status\":\"success\",\"timestamp\":\"2026-04-30T14:40:24.319Z\",\"resultDisplay\":\"Skill **csharp-code-writer** activated. Resources loaded from `C:\\\\Users\\\\scove\\\\.gemini\\\\extensions\\\\unity-game-generator\\\\skills\\\\csharp-code-writer`:\\n\\nShowing up to 200 items (files + folders).\\n\\nC:\\\\Users\\\\scove\\\\.gemini\\\\extensions\\\\unity-game-generator\\\\skills\\\\csharp-code-writer\\\\\\n└───SKILL.md\",\"description\":\"\\\"csharp-code-writer\\\": Unity C# 代码编写技能 - 根据调用方提供的编码需求实现脚本逻辑,并保证编译无错误(必要时修复编译错误)。\",\"displayName\":\"Activate Skill\",\"renderOutputAsMarkdown\":true},{\"id\":\"read_file_1777560008648_4\",\"name\":\"read_file\",\"args\":{\"end_line\":400,\"file_path\":\"E:/Learning_Progress/Projects/HALLUCINATE/Assets/Scripts/UI/SettingsController.cs\",\"start_line\":100},\"result\":[{\"functionResponse\":{\"id\":\"read_file_1777560008648_4\",\"name\":\"read_file\",\"response\":{\"output\":\"\\nIMPORTANT: The file content has been truncated.\\nStatus: Showing lines 100-386 of 386 total lines.\\nAction: To read more of the file, you can use the 'start_line' and 'end_line' parameters in a subsequent 'read_file' call. For example, to read the next section of the file, use start_line: 387.\\n\\n--- FILE CONTENT (truncated) ---\\n\\n root.Add(_volumeOverlay);\\n }\\n\\n private void OnMouseWheel(WheelEvent evt)\\n {\\n // Osu style: Volume control with scroll wheel\\n // Only apply if in the SOUND tab\\n if (_activeTab != \\\"SOUND\\\") return;\\n\\n if (_hoveredSlider != null)\\n {\\n // Adjust the hovered slider's value\\n float currentVal = _hoveredSlider.value;\\n // Determine step size: default to 1% of range, adjusted for 0-100 range.\\n float step = (_sliderMax - _sliderMin) / 100f; \\n float newVal = Mathf.Clamp(currentVal - (evt.delta.y * step * 5f), _sliderMin, _sliderMax); // Multiply by a factor to make scroll smoother\\n\\n _hoveredSlider.value = newVal;\\n\\n // Trigger the associated OnValueChanged callback to save PlayerPrefs etc.\\n _hoveredOnChanged?.Invoke(newVal);\\n \\n evt.StopPropagation(); // Consume the event so it doesn't affect other elements\\n }\\n else\\n {\\n // If not hovering a specific slider, control Master Volume\\n UpdateMasterVolume(-evt.delta.y * 2f);\\n evt.StopPropagation(); // Consume the event\\n }\\n }\\n\\n private void UpdateMasterVolume(float delta)\\n {\\n _masterVol = Mathf.Clamp(_masterVol + delta, 0f, 100f);\\n PlayerPrefs.SetFloat(\\\"MasterVolume\\\", _masterVol);\\n \\n _masterVolLabel.text = $\\\"{Mathf.RoundToInt(_masterVol)}%\\\";\\n ShowVolumeOverlay();\\n }\\n\\n private async void ShowVolumeOverlay()\\n {\\n _volumeOverlay.style.display = DisplayStyle.Flex;\\n _volumeOverlay.style.opacity = 1f;\\n await Task.Delay(1500);\\n if (_volumeOverlay.style.opacity == 1f)\\n {\\n Tween.Custom(1f, 0f, duration: 0.5f, onValueChange: val => _volumeOverlay.style.opacity = val)\\n .OnComplete(() => _volumeOverlay.style.display = DisplayStyle.None);\\n }\\n }\\n\\n private void SetupTab(string btnName, string tabId)\\n {\\n var btn = root.Q