# Systems Index: 夜裔 (Nightborn) > **Status**: Draft > **Created**: 2026-04-27 > **Last Updated**: 2026-04-27 > **Source Concept**: design/gdd/game-concept.md > **Architecture Note**: L0 = Pure C# (no Unity), L1 = Unity Adapter, L2 = Unity Presentation --- ## Overview 夜裔需要17个系统,分布在三层架构中:L0纯C#核心逻辑(10个系统,零Unity依赖,可直接NUnit测试)、L1 Unity适配层(5个系统,薄MonoBehaviour封装)、L2 Unity表现层(2个系统)。Combat Logic和Form Switch State Machine是瓶颈系统——它们的设计质量直接决定核心循环是否成立。所有系统设计遵循操作优于数值、形态即战术的核心支柱。 --- ## Systems Enumeration | # | System Name | Layer | Category | Priority | Status | Design Doc | Depends On | |---|-------------|-------|----------|----------|--------|------------|------------| | 1 | Blood Energy Economy | L0 | Combat Logic | MVP | Approved | [GDD](blood-energy-economy.md) | — | | 2 | Combat Logic | L0 | Combat Logic | MVP | Reviewed | [GDD](combat-logic.md) | — | | 3 | Form Switch State Machine | L0 | Combat Logic | MVP | Approved | [GDD](form-switch-state-machine.md) | Blood Energy Economy | | 4 | Enemy AI Logic | L0 | Combat Logic | MVP | Not Started | — | Combat Logic | | 5 | Boss AI Logic | L0 | Combat Logic | MVP | Not Started | — | Enemy AI Logic, Combat Logic | | 6 | Wave Manager Logic | L0 | Combat Logic | MVP | Not Started | — | Enemy AI Logic | | 7 | Death/Respawn Rules | L0 | Player | MVP | Not Started | — | Combat Logic | | 8 | Skill Tree Data & Rules | L0 | Progression | VS | Not Started | — | Form Switch State Machine | | 9 | Save/Load Logic | L0 | Persistence | VS | Not Started | — | Skill Tree Data & Rules | | 10 | Score Calculator | L0 | Meta | Full | Not Started | — | Combat Logic, Wave Manager Logic | | 11 | Input Adapter | L1 | Unity Adapter | MVP | Not Started | — | — | | 12 | Camera Controller | L1 | Unity Adapter | MVP | Not Started | — | — | | 13 | Level Loader | L1 | Unity Adapter | MVP | Not Started | — | — | | 14 | Audio Player | L1 | Unity Adapter | MVP | Not Started | — | — | | 15 | VFX Spawner | L1 | Unity Adapter | MVP | Not Started | — | Combat Logic, Form Switch State Machine | | 16 | UI/HUD | L2 | Presentation | MVP | Not Started | — | Blood Energy, Form Switch, Combat, Wave Manager | | 17 | Menu System | L2 | Presentation | VS | Not Started | — | Input Adapter, Level Loader, Save/Load Logic | --- ## Categories | Category | Description | Systems | |----------|-------------|---------| | **Combat Logic** | Pure-C# systems driving the moment-to-moment combat | Blood Energy, Combat Logic, Form Switch, Enemy AI, Boss AI, Wave Manager | | **Player** | Player-state systems | Death/Respawn Rules | | **Progression** | Growth and unlocks over sessions | Skill Tree Data & Rules | | **Persistence** | Save state and continuity | Save/Load Logic | | **Meta** | Secondary game systems | Score Calculator | | **Unity Adapter** | Thin MonoBehaviour wrappers bridging to Unity | Input Adapter, Camera Controller, Level Loader, Audio Player, VFX Spawner | | **Presentation** | Player-facing displays | UI/HUD, Menu System | --- ## Priority Tiers | Tier | Definition | Target Milestone | Systems | |------|------------|------------------|---------| | **MVP** | Required for core loop — "is this fun?" | First playable (2-3 months) | 14 systems (all L0 combat + L1 + minimal L2) | | **Vertical Slice** | One polished area, full experience demo | Demo (3-4 months) | 3 systems (Skill Tree, Save/Load, Menu) | | **Full Vision** | Complete content and polish | Release (4-6 months) | 2 systems (Score Calculator, full Boss AI) | --- ## Dependency Map ### L0 — Pure C# Logic Layer **Foundation (no dependencies)**: 1. Blood Energy Economy — standalone resource ruleset, feeds every combat decision 2. Combat Logic — standalone damage formulas and hit geometry **Core (depends on Foundation)**: 3. Form Switch State Machine — depends on: Blood Energy Economy 4. Enemy AI Logic — depends on: Combat Logic 5. Death/Respawn Rules — depends on: Combat Logic **Feature (depends on Core)**: 6. Boss AI Logic — depends on: Enemy AI Logic, Combat Logic 7. Wave Manager Logic — depends on: Enemy AI Logic 8. Skill Tree Data & Rules — depends on: Form Switch State Machine 9. Save/Load Logic — depends on: Skill Tree Data & Rules 10. Score Calculator — depends on: Combat Logic, Wave Manager Logic ### L1 — Unity Adapter Layer 11. Input Adapter — no game-logic dependencies (reads Unity Input, emits C# events) 12. Camera Controller — no game-logic dependencies (reads C# player position, drives Unity Camera) 13. Level Loader — no game-logic dependencies (loads Unity scenes per C# level data) 14. Audio Player — depends on: Combat Logic, Form Switch State Machine (listens to C# events) 15. VFX Spawner — depends on: Combat Logic, Form Switch State Machine (listens to C# events) ### L2 — Unity Presentation Layer 16. UI/HUD — depends on: Blood Energy, Form Switch, Combat, Wave Manager (reads C# state) 17. Menu System — depends on: Input Adapter, Level Loader, Save/Load Logic --- ## Recommended Design Order | Order | System | Priority | Layer | Rationale | Est. Effort | |-------|--------|----------|-------|-----------|-------------| | 1 | Blood Energy Economy | MVP | L0 | Foundation resource — Form Switch depends on it | S | | 2 | Combat Logic | MVP | L0 | Foundation hit/damage — Enemy AI depends on it | S | | 3 | Form Switch State Machine | MVP | L0 | **Core pillar system** — the entire game feel starts here | M | | 4 | Enemy AI Logic | MVP | L0 | Enemy behavior must exercise the switching loop | M | | 5 | Wave Manager Logic | MVP | L0 | Encounter structure — the 5-minute loop | M | | 6 | Death/Respawn Rules | MVP | L0 | Game loop closure — lose, learn, retry | S | | 7 | Input Adapter | MVP | L1 | No input = can't test anything | S | | 8 | Camera Controller | MVP | L1 | Basic visibility for testing | S | | 9 | Level Loader | MVP | L1 | Scene infrastructure | S | | 10 | VFX Spawner | MVP | L1 | Visual feedback for switching and hits | M | | 11 | Audio Player | MVP | L1 | Minimum audio feedback for hits and switches | S | | 12 | UI/HUD | MVP | L2 | Blood energy and form indicator — minimum playable info | S | | 13 | Boss AI Logic | MVP | L0 | Single-phase boss — tests the full switching loop under pressure | M | | 14 | Skill Tree Data & Rules | VS | L0 | Progression depth after core loop validated | M | | 15 | Save/Load Logic | VS | L0 | Persistence needed once progression exists | S | | 16 | Menu System | VS | L2 | Proper main menu + pause | S | | 17 | Score Calculator | Full | L0 | Performance tracking for challenge mode | S | --- ## Circular Dependencies - None found ✓ --- ## High-Risk Systems | System | Risk Type | Risk Description | Mitigation | |--------|-----------|-----------------|------------| | Form Switch State Machine | Design | Switch feel calibration — too tight feels clunky, too loose loses meaning | Prototype first with placeholder art, iterate timing with playtest | | Wave Manager Logic | Design | Enemy composition must create meaningful form-switching pressure — if all forms work equally well, switching becomes optional | Design enemy types and wave compositions together, not separately | | Enemy AI Logic | Scope | Each enemy type must strongly encourage a specific form — designing 3-5 types with clear form affinity is the core design challenge | Start with 3 enemy types, each with a hard "favors one form" rule | | VFX Spawner | Technical | Geometric particle system performance at high enemy density on target hardware | Profile early with 100+ enemies; fallback: reduce particle count per event | | UI/HUD | Design | Must convey form state, blood energy, and threat in <200ms glance — readability at frenetic pace | Test HUD mockups with static screenshots before implementation | --- ## Progress Tracker | Metric | Count | |--------|-------| | Total systems identified | 17 | | Design docs started | 3 | | Design docs reviewed | 2 | | Design docs approved | 2 | | MVP systems designed | 3/14 | | Vertical Slice systems designed | 0/3 | --- ## Next Steps - [x] Design MVP-tier systems in dependency order — Blood Energy Economy and Combat Logic designed - [x] Run `/design-system Blood Energy Economy` — Complete (Approved) - [x] Run `/design-system Combat Logic` — Complete (Reviewed, revised) - [x] Run `/design-system Form Switch State Machine` — Complete (Approved, revised after review) - [ ] Run `/prototype form-switch-state-machine` on the highest-risk system early - [ ] Run `/design-review` on remaining GDDs - [ ] Run `/gate-check pre-production` when all MVP GDDs are authored and reviewed