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8 changes: 8 additions & 0 deletions Assets/Audio.meta

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8 changes: 8 additions & 0 deletions Assets/Audio/SFX.meta

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23 changes: 23 additions & 0 deletions Assets/Audio/SFX/ButtonHit.wav.meta

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23 changes: 23 additions & 0 deletions Assets/Audio/SFX/CorrectHit.wav.meta

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23 changes: 23 additions & 0 deletions Assets/Audio/SFX/IncorrectHit.wav.meta

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23 changes: 23 additions & 0 deletions Assets/Audio/SFX/WrongDirection.wav.meta

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8 changes: 8 additions & 0 deletions Assets/Integration.meta

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102 changes: 102 additions & 0 deletions Assets/Integration/DebugPrototypeController.cs
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using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

/** <summary>
* Prototype debug panel. Wires sliders and a restart button at runtime;
* also forces 1920×1080 fullscreen on launch and locks the main camera's
* viewport to a 16:9 aspect ratio.
* </summary>
*/
public class DebugPrototypeController : MonoBehaviour
{
#region Inspector Fields — Scriptable Objects

[Header("Scriptable Objects")]
[Tooltip("Controls note appearance timing (note appearance beats slider).")]
[SerializeField] private RhythmVisualConfig _rhythmVisualConfig;

#endregion

#region Inspector Fields — Note Appearance Beats

[Header("Note Appearance Beats")]
[Tooltip("Slider that sets RhythmVisualConfig.NoteAppearanceBeats. " +
"Higher value = notes appear further ahead = more reaction time.")]
[SerializeField] private Slider _noteBeatsSlider;
[Tooltip("Optional label displaying the current beats value.")]
[SerializeField] private TMP_Text _noteBeatsLabel;
[Tooltip("Minimum note appearance beats.")]
[SerializeField] private float _noteBeatsMin = 0.5f;
[Tooltip("Maximum note appearance beats.")]
[SerializeField] private float _noteBeatsMax = 6f;

#endregion

#region Inspector Fields — Controls

[Header("Controls")]
[Tooltip("Reloads the scene at the specified build index.")]
[SerializeField] private Button _restartButton;
[Tooltip("Build index of the scene to load on restart.")]
[SerializeField] private int _gameSceneIndex;

#endregion

#region Lifecycle

private void Awake()
{
Screen.SetResolution(1920, 1080, FullScreenMode.FullScreenWindow);
SetupNoteBeatsSlider();
SetupRestartButton();
}

#endregion

#region Setup

private void SetupNoteBeatsSlider()
{
if (_noteBeatsSlider == null) return;

_noteBeatsSlider.minValue = _noteBeatsMin;
_noteBeatsSlider.maxValue = _noteBeatsMax;
_noteBeatsSlider.value = _rhythmVisualConfig != null ? _rhythmVisualConfig.NoteAppearanceBeats : 2f;

_noteBeatsSlider.onValueChanged.AddListener(OnNoteBeatsChanged);
RefreshNoteBeatsLabel(_noteBeatsSlider.value);
}

private void SetupRestartButton()
{
if (_restartButton == null) return;
_restartButton.onClick.AddListener(OnRestartClicked);
}

#endregion

#region Callbacks

private void OnNoteBeatsChanged(float value)
{
if (_rhythmVisualConfig != null)
_rhythmVisualConfig.NoteAppearanceBeats = value;

RefreshNoteBeatsLabel(value);
}

private void OnRestartClicked()
{
SceneManager.LoadScene(_gameSceneIndex);
}

private void RefreshNoteBeatsLabel(float value)
{
if (_noteBeatsLabel != null)
_noteBeatsLabel.text = $"Note Speed: {value:F2} beats";
}

#endregion
}
2 changes: 2 additions & 0 deletions Assets/Integration/DebugPrototypeController.cs.meta

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77 changes: 77 additions & 0 deletions Assets/Integration/TreeInputRhythmAdapter.cs
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using System;

/** <summary>
* Adapts <see cref="IPlayerInputProvider"/> to <see cref="IRhythmInputProvider"/>
* so the existing tree game inputs drive the rhythm system without any new
* InputActions or action maps. Each directional action is mapped to a configurable
* rhythm lane index that <see cref="TreeRhythmController"/> converts back to a
* <see cref="NavigationAction"/> after the beat window check passes.
* </summary>
*/
public class TreeInputRhythmAdapter : IRhythmInputProvider
{
#region Private Events

private event Action<int> _onLanePressed;
private event Action<int> _onLaneReleased;

#endregion

#region IRhythmInputProvider

/** <inheritdoc /> */
event Action<int> IRhythmInputProvider.OnLanePressed
{
add => _onLanePressed += value;
remove => _onLanePressed -= value;
}

/** <inheritdoc /> */
event Action<int> IRhythmInputProvider.OnLaneReleased
{
add => _onLaneReleased += value;
remove => _onLaneReleased -= value;
}

/** <inheritdoc /> */
public void Enable() => _playerInput.Enable();

/** <inheritdoc /> */
public void Disable() => _playerInput.Disable();

#endregion

#region Fields

private readonly IPlayerInputProvider _playerInput;
private readonly int _leftLane;
private readonly int _submitLane;
private readonly int _rightLane;

#endregion

#region Constructor

/** <summary>
* Wires <see cref="IPlayerInputProvider"/> events to lane-indexed rhythm events.
* </summary>
* <param name="playerInput">The upstream tree game input source.</param>
* <param name="leftLane">Lane index emitted when NavLeft is pressed (default 0).</param>
* <param name="submitLane">Lane index emitted when Submit is pressed (default 1).</param>
* <param name="rightLane">Lane index emitted when NavRight is pressed (default 2).</param>
*/
public TreeInputRhythmAdapter(IPlayerInputProvider playerInput,
int leftLane = 0, int submitLane = 1, int rightLane = 2)
{
_playerInput = playerInput;
_leftLane = leftLane;
_submitLane = submitLane;
_rightLane = rightLane;

_playerInput.OnNavLeft += () => _onLanePressed?.Invoke(_leftLane);
_playerInput.OnNavRight += () => _onLanePressed?.Invoke(_rightLane);
_playerInput.OnSubmit += () => _onLanePressed?.Invoke(_submitLane);
}

#endregion
}
2 changes: 2 additions & 0 deletions Assets/Integration/TreeInputRhythmAdapter.cs.meta

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