AI Command Lab // Flight Simulator
1E: The Blueprint
Initial AI Output (Fragile)
// PlayerManager.cs (Audit Failure: Too Tangled!)
public class PlayerManager : MonoBehaviour {
// Movement data
// Health data
// Coin data
void Update() {
// 50 lines of movement logic
// 30 lines of damage logic
// 20 lines of UI updating
}
}
Initial AI Prompt
"You ask a simple AI: "Write a player script for JumpQuest that handles movement, health, and gold collection.""
Pilot Comm Link
Mission Objective: Tell the AI to multiply the movement by Time.deltaTime for frame rate independence.
Optimized Protocol
// Result: The Modular Approach
public class HealthSystem : MonoBehaviour {
public int currentHealth;
public void TakeDamage(int amount) { /* Logic */ }
}
// Now the Player AND Enemies can use this same module!