Dragon Fusion — v3 Unificado (Arquivo Final)

Documento único para produção Unity 6: arquitetura, telas, regras, JSON, prefabs, scripts, backlog e dependências.

1) Arquitetura final

Pattern: Presenter + Service + ScriptableObject + EventBus
Scenes: Boot, Home, Map, Battle, Meta
UI: Canvas_Root / Panel_HUD / Panel_Content / Panel_PopupLayer
Server authority: economy, ranking, purchases, season rewards

2) Nomenclatura definitiva (scripts)

MóduloScripts principais
CoreGameBootstrap, GameStateMachine, EventBus, SaveManager, RemoteConfigService
HomeHomePresenter, HomeHudView, ChestTimerService
MapMapPresenter, StageNodeView, UnlockRulesService
BattleBattlePresenter, BoardManager, MatchResolver, SpawnSystem, ScoreSystem, BoosterService
RewardsResultPresenter, RewardService, DailyRewardService, SeasonRewardService
MissionsMissionPresenter, MissionService, SeasonPassService
CollectionCollectionPresenter, CollectionService, CreatureCardView
Hatch/EvolveHatcheryPresenter, HatcheryService, EvolutionPresenter, DragonFusionService
Ranking/PvPLeaderboardPresenter, LeaderboardService, MirrorChallengeService, GhostReplayService
MonetizaçãoOfferPresenter, OfferService, IapService, AdsService
SupportSettingsPresenter, ConsentPresenter, SupportPresenter, TicketService

3) Nomenclatura definitiva (prefabs UI)

PF_UI_CurrencyBar
PF_UI_ButtonPrimary / PF_UI_ButtonSecondary
PF_UI_BadgeCounter
PF_UI_ModalBase
PF_UI_TimerLabel
PF_MAP_StageNode
PF_BATTLE_BoosterButton
PF_REWARD_Card
PF_COLLECTION_CreatureCard
PF_HATCH_Slot
PF_OFFER_Card
PF_RANK_Row

4) Contrato JSON final (resumo)

{
  "schemaVersion":4,
  "playerId":"uuid",
  "economy":{"gold":0,"gems":0,"energy":{"current":0,"max":20,"regenSec":900,"lastTickUtc":0}},
  "progress":{"world":1,"stage":1,"starsByStage":{}},
  "inventory":{"boosters":{}},
  "hatchery":{"slots":[]},
  "collection":{"found":[]},
  "missions":{"daily":[],"weekly":[]},
  "season":{"seasonId":"S01","rank":0,"score":0,"claimed":false},
  "settings":{"music":0.6,"sfx":0.8,"vibration":"medium","quality":"low","language":"pt-BR"},
  "consent":{"termsAccepted":false,"adsPersonalized":false,"termsVersion":"2026-03"},
  "meta":{"updatedAtUtc":"","serverNonce":""}
}

5) Regras de negócio finais (gates)

FeatureGateRegra
Entrar HomeConsentimentotermsAccepted=true
Jogar faseEnergiaenergy.current >= custo
Mundo 4EstrelasstarsTotal >= 45
Claim diárioJanela diária1x por dia UTC
ReviverAd/itemmáx. continues por fase via config
Season rewardEncerramentoclaim único por seasonId

6) Blueprint por tela (todas enviadas)

Telas cobertas: 01,02,03,04,05,06,07,08,09,11,12,12a,13,13a,14,14a,14b,15,15a,16,17,20.

TelaPrefab raizPresenterService(s)
01 LoadingPF_UI_ModalBase + PF_UI_TimerLabelBootPresenterBootstrapService
02 ConsentPF_UI_ModalBaseConsentPresenterConsentService
03 HomePF_UI_CurrencyBarHomePresenterEconomyService, ChestTimerService
04 MapaPF_MAP_StageNodeMapPresenterUnlockRulesService
05/06 BattlePF_BATTLE_BoosterButtonBattlePresenterBoardManager, ScoreSystem, BoosterService
07/08 ResultadoPF_UI_ModalBase + PF_REWARD_CardResultPresenterRewardService
09 MissõesPF_REWARD_CardMissionPresenterMissionService, SeasonPassService
11 DiárioPF_REWARD_CardDailyRewardPresenterDailyRewardService
12/12a/13/14b RankingPF_RANK_RowLeaderboardPresenterLeaderboardService, SeasonRewardService
13a OfertasPF_OFFER_CardOfferPresenterOfferService, IapService, AdsService
14/14a PvPPF_UI_ModalBaseMirrorPresenterMirrorChallengeService, GhostReplayService
15/15a ColeçãoPF_COLLECTION_CreatureCardCollectionPresenterCollectionService
16 HatchPF_HATCH_SlotHatcheryPresenterHatcheryService
17 EvoluirPF_COLLECTION_CreatureCardEvolutionPresenterDragonFusionService
20 ModaisPF_UI_ModalBaseSettings/Tutorial/Support PresentersSettingsService, TicketService

7) Dependências entre tarefas (ordem real)

  1. Core obrigatório: GameBootstrap, SaveManager, EconomyService, EventBus.
  2. Depois: Home + Map + Battle básico (sem isso não existe loop).
  3. Depois: Vitória/Derrota + Missões + Diário + Hatch + Evoluir.
  4. Depois: Coleção + Ranking + Recompensas sazonais.
  5. Depois: Ofertas/IAP/Ads + PvP espelhado/ghost.

8) Backlog final por prioridade

P0 Boot/Consent/Home/Map/Battle/Result/Missions/Hatch/Evolve/Save/Server Sync

P1 Daily/Collection/Ranking/SeasonReward/Offers Base

P2 Ghost Replay, polimentos UX, otimizações avançadas

9) Sprints finais (12 semanas)

SprintEntregáveis
1-2Core + Boot + Consent + Save + Home
3-4Map + Battle loop completo + Win/Lose
5-6Missions + Daily + Hatch + Evolve
7-8Collection + Ranking + Season rewards
9-10Offers + IAP + Ads + hardening de regras
11-12PvP mirror/ghost + otimização + QA + release prep

10) Definition of Done (projeto)