diff --git a/.gemini-workspace-history/active-context.md b/.gemini-workspace-history/active-context.md index 08c203ea..3a00aa4d 100644 --- a/.gemini-workspace-history/active-context.md +++ b/.gemini-workspace-history/active-context.md @@ -1,21 +1,39 @@ -# Technical Summary - HALLUCINATE Project +## Full Previous Session Transcript (from session-2026-04-30-21-47.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. +{"sessionId":"979d4bb3-a366-403d-854f-4ef2317f160c","projectHash":"7f18566d1c908d23dd7efd873d3cb46f94e7b050573aabcd900d1036d7568a6b","startTime":"2026-04-30T14:39:39.995Z","lastUpdated":"2026-04-30T14:39:39.995Z","kind":"main"} +{"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"} +{"$set":{"lastUpdated":"2026-04-30T14:39:40.312Z"}} +{"id":"e9f8b38c-7b26-465b-96b3-ab2075e7fd4f","timestamp":"2026-04-30T14:40:04.227Z","type":"user","content":[{"text":"still Cannot resolve symbol '_hoveredOnChanged' (line 121) Cannot resolve symbol 'className' (line 193, 209, 311) Arguments mismatch (line 376, 381)"}]} +{"$set":{"lastUpdated":"2026-04-30T14:40:04.227Z"}} +{"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"} +{"$set":{"lastUpdated":"2026-04-30T14:40:08.789Z"}} +{"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