How enes-sen/galaxianclone works
GalaxianClone is a Unity arcade shooter. Its apparent player-to-result workflow is menu entry, player movement and shooting, enemy waves and combat, then score and UI feedback. The tree identifies these distinct stages and supporting audio, effects, and pooling systems, but the README and supplied excerpts document no runtime connections. Accordingly, the graph shows the product subsystems without guessing call or data-flow edges.
Components 19
Game flow
- Menu scene
Assets/_GameSources/Scenes/Menu.unity - Game scene
Assets/_GameSources/Scenes/Game.unity - Menu UI
Assets/_GameSources/Scripts/Base/Managers/Main/MenuUi.cs - Input manager
Assets/_GameSources/Scripts/Base/Managers/Main/InputManager.cs
Combat
- Player controller
Assets/_GameSources/Scripts/Player/PlayerController.cs - Player movement
Assets/_GameSources/Scripts/Player/PlMoveManager.cs - Player shooting
Assets/_GameSources/Scripts/Player/PlayerShootSystem.cs - Enemy controller
Assets/_GameSources/Scripts/Enemy/EnemyController.cs - Bullet behavior
Assets/_GameSources/Scripts/Base/Bullet.cs
Waves and score
- Formation manager
Assets/_GameSources/Scripts/Base/Managers/Main/FormationManager.cs - Wave manager
Assets/_GameSources/Scripts/Base/Managers/Main/WaveManager.cs - Wave layouts
Assets/_GameSources/Scripts/Enemy/BaseData's/waveSo.asset - Score manager
Assets/_GameSources/Scripts/Base/Managers/Main/ScoreManager.cs - Game UI
Assets/_GameSources/Scripts/Base/Managers/Main/UiController.cs
Runtime support
- Object pooling
Assets/_GameSources/Scripts/Base/Pool's/PoolManagment.cs - VFX manager
Assets/_GameSources/Scripts/Base/Managers/Main/VFXManager.cs - Explosion effects
Assets/_GameSources/Scripts/Base/Managers/Others/ExplosionVFXManager.cs - Sound effects
Assets/_GameSources/Scripts/Base/Managers/Main/SFXManager.cs
Other components
- Player