Hex Tactics — Runtime Architecture

Hex Tactics — Runtime Architecture An architecture diagram generated by Archify. Player input & HUD · Select, move, cast, end turn · Architecture component Player input & HUD Select, move, cast, end turn Exploration · Movement, party, encounters · Architecture component Exploration Movement, party, encounters GameBootstrap · Scene entry & system setup · Architecture component GameBootstrap Scene entry & system setup CombatSceneController · Combat lifecycle & services · Architecture component CombatSceneController Combat lifecycle & services Combat services · Turns, AP, abilities & effects · Architecture component Combat services Turns, AP, abilities & effects ScriptableObject · Unit, ability, status, surface · Architecture component ScriptableObject Unit, ability, status, surface Enemy AI · Scoring, movement & abilities · Architecture component Enemy AI Scoring, movement & abilities Unit runtime state · Stats, HP/AP, faction & position · Architecture component Unit runtime state Stats, HP/AP, faction & position Hex tactical world · Grid, paths, cover & surfaces · Architecture component Hex tactical world Grid, paths, cover & surfaces EventBus · Synchronous in-process dispatch · Architecture component EventBus Synchronous in-process dispatch Presentation · Combat UI, VFX, audio & camera · Architecture component Presentation Combat UI, VFX, audio & camera Commands Call rules Turn events Subscribers Encounter callback Set up combat Read definitions Shared actions & abilities Update HP / AP Grid & surface queries Legend Input & presentation Game systems Definitions Event bus

Responsibilities & data

  • • MonoBehaviour binds scenes; plain C# owns rules and state
  • • ScriptableObject defines units, abilities, statuses and surfaces
  • • AP pool: movement costs per cell; abilities consume ApCost

Calls & feedback

  • • TurnManager publishes turn events directly
  • • AbilityExecutor returns results; controller / AI publish damage events
  • • EventBus synchronously notifies UI, VFX and audio; not an async queue

Scope & revision

  • • Exploration and combat runtime; intro story and editor tools omitted
  • • Based on main 42f3a2b; SRC links are pinned to that revision
  • • After architecture changes, update JSON, regenerate and validate HTML