# CLAUDE.md This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository. ## Build Commands This is a Unity project that **cannot build standalone** outside of Unity Editor. The `.sln` references UnityEngine and UnityGameFramework which are only available in the Unity Editor environment. Use Unity's build system instead. ## Architecture ### Three-Layer Structure (per `docs/LayeredArchitectureDesign.md`) - **L0 (Domain)**: Pure C# business logic with no Unity dependencies. Contains enums, constants, data structures, CombatNode domain, PlayerInventory, InventoryGeneration, UI use cases. - **L1 (Infrastructure)**: Glue layer bridging L0 and Unity. Implements L0 interfaces, holds L0 service instances, manages Unity lifecycle. - **L2 (Presentation)**: Unity MonoBehaviour classes, UGuiForm implementations, Entity Logic (Player, Enemy, Tower). ### Key Domain Boundaries | Domain | Key Files | Responsibility | |--------|-----------|----------------| | **CombatScheduler** | `CombatScheduler.cs`, `CombatStates/*` | State machine managing combat phases | | **EnemyManager** | `EnemyManager.cs`, `EnemySpawnDirector.cs`, `EnemyLifecycleTracker.cs` | Enemy spawning and lifecycle | | **PlayerInventory** | `PlayerInventoryComponent.cs`, `PlayerInventoryTowerAssemblyService.cs` | Backpack, trading, tower assembly | | **InventoryGeneration** | `InventoryGenerationComponent.cs`, `DropPoolRoller.cs`, `ShopGoodsBuilder.cs` | Drops, shop goods, rewards | | **MapEntity** | `MapEntity.cs`, `MapTopologyService.cs`, `TowerPlacementService.cs` | Map orchestration, grid/path, tower placement | ### Combat State Machine Flow `Loading → RunningPhase → WaitingForPhaseEnd → Settlement → RewardSelection(可选) → FinishForm → WaitingForReturn` ### Dual-Currency System - **Coin**: Single-combat internal currency (`CombatRunResourceStore.CurrentCoin`) - **Gold**: Cross-combat persistent currency (`PlayerInventoryComponent.Gold`) ### Tag System Three-table configuration: `Tag.txt`, `RarityTagBudget.txt`, `TagConfig.txt`. Current shipped 7 tags: Fire, Ice, Crit, Execution, Shatter, Inferno, AbsoluteZero. ## Service Naming Conventions - `Scheduler`: State machine boundary only - `Manager`: Facade/aggregate entry for subdomain - `Coordinator`: Cross-state orchestration - `Calculator`: Pure computation - `Session`: Single lifecycle object - `Bridge`: Framework boundary adapter - `Runtime`: Mutable state carrier - `Resolver`: Mapping/lookup/resolution ## Key Invariants 1. All combat state transitions go through `CombatScheduler.ChangeState(...)` 2. `EnemyManager` only reports events, never directly calls state transitions 3. `CombatRunResourceStore` is sole source of truth for in-combat Coin/Gold/BaseHp 4. `EnemyLifecycleTracker` is sole source for `AliveEnemyCount` and `HasAliveBoss` 5. `MapEntity` accesses combat context via `MapData` + Events only 6. Tag generation uses `InventoryGenerationRandomContext` for reproducibility ## Documentation - `docs/LayeredArchitectureDesign.md` - Three-layer architecture - `docs/CombatNodeArchitecture.md` - Combat scheduler and state machine - `docs/MapEntityArchitecture.md` - Map orchestration services - `docs/TagSystemDesign.md` - Tag system rules - `docs/GameDesign.md` - High-level game design - `docs/MVP-Scope.md` - Current MVP scope