Reflex Training
Mechanic Sector
(Engage card to reveal Pilot's Intelligence.)
The Pilot's Audit
"The AI Trap: "The Reference Web""
// AI-Generated Code: Spaghetti References
public class Enemy : MonoBehaviour {
public UIManager ui; // Dependency
public AudioManager aud; // Dependency
public VFXManager vfx; // Dependency
void Die() {
ui.UpdateScore();
aud.PlayBoom();
vfx.SpawnFire();
}
}
Protocol Analysis
This is "Coupling Overload." The Enemy script is now bloated with references to systems it shouldn't care about.
Audit Complete
The Pilot's Audit
"The AI Trap: "The Hardwired Input""
// AI-Generated Code: Rigid & Brittle
void Update() {
// Audit Fail: Input is welded to the logic.
// Cannot be undone, replayed, or AI-controlled easily.
if (Input.GetKeyDown(KeyCode.Space)) {
FireWeapon();
}
}
Protocol Analysis
This is "Input Locking." If you want to add controller support or an AI pilot later, you have to rewrite the weapon script.
Audit Complete
The Pilot's Audit
"The AI Trap: "The Manager Dependency""
// AI-Generated Code: Hard-Wired Managers
public class QuestManager : MonoBehaviour {
// Audit Fail: QuestManager cannot exist without AudioManager!
public AudioManager audioMan;
public void CompleteQuest() {
audioMan.PlaySuccessSound();
}
}
Protocol Analysis
This is "System Entanglement." If you try to test a new scene that only needs quests, the game will crash because the `AudioManager` is missing. A professional Navigator uses a Static Event to broadcast the signal into the void, allowing listeners to pick it up if they are present.
Audit Complete
The Pilot's Audit
"The AI Trap: "The Duplicate Cockpit""
// AI-Generated Code: Dangerous and messy
public class ScoreManager : MonoBehaviour {
void Awake() {
// Audit Fail: If you return to this scene,
// a second ScoreManager will be created!
DontDestroyOnLoad(this.gameObject);
}
}
Protocol Analysis
This is "Instance Overload." Each time you reload the scene, a new ScoreManager appears. Soon, you have a fleet of managers all reporting different scores. A professional pilot audits the "Awake" loop to ensure only the original commander remains in charge.
Audit Complete
The Pilot's Audit
"The AI Trap: "The Trigger Maze""
// AI-Generated Code: Audit Failure (Messy & Heavy)
void Update() {
// Audit Fail: This requires complex angle math or
// a giant 'Cone' trigger that kills physics performance.
float angle = Vector3.Angle(transform.forward, player.position - transform.position);
if (angle < 45f) {
Attack();
}
}
Protocol Analysis
`Vector3.Angle` is useful, but it uses expensive square root and inverse cosine calculations. For 100 enemies checking FOV every frame, this creates "Performance Turbulence."
Audit Complete
The Pilot's Audit
"The AI Trap: "The TV Static""
// AI-Generated Code: Chaos
float[,] GenerateMap(int width) {
float[,] map = new float[width, width];
for(int x=0; x<width; x++) {
for(int y=0; y<width; y++) {
// Audit Fail: Creates jagged, unnatural spikes.
map[x,y] = Random.Range(0f, 1f);
}
}
return map;
}
Protocol Analysis
This is "White Noise." It looks like a broken TV screen, not a landscape. No aircraft could land on it.
Audit Complete
Scanning database for new traps