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About MGLA PLAY AF Games

I. Project Overview

- **Project Name**: Shooting Range Trainer

- **Type**: 2D Shooting Game

- **Platform**: Android

- **Suggested Engine**: Unity (Supports particle systems, animation, physics, and UI)

- **Controls**: Aiming + Charged Shot + Crosshair Control

- **Target Users**: Casual gamers, light shooting game enthusiasts

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## II. Core Gameplay Description

### 2.1 Control Logic

| Controls | Description |

|-------------|------|

| Hold screen | Enter aiming mode, crosshair displayed |

| Drag finger | Control crosshair direction (slide area full screen) |

| Charge Process | Hold to start charging (charge bar/circle indicator) |

| Release to shoot | Fire bullet, score upon hitting target |

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### 2.2 Charge System

| Charge Phase | Shooting Characteristics | Explanation |

|----------|--------------------------------|------|

| Light Charge | Slow bullet velocity, weak power, large deviation | Rapid fire, low hit rate |

| Medium Charge | Normal flight velocity, improved stability | Recommended stage, suitable for most targets |

| Full Charge | Maximum power, extremely accurate, triggers explosion/effects | High score stage, specific targets must be hit with full charge |

- **Display Method**: Charge progress bar + crosshair color change + sound effect feedback

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### 2.3 Hit Judgment Logic

- Each target is divided into multiple scoring areas (e.g., center 10 points → outer ring 7 points → edge 5 points)

- Added "Perfect Hit" mechanism (small dot in the center of the bullseye + effect + bonus points)

- Bullet trajectory affects hit rate (based on shooting direction and charge intensity)

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## III. Game System Structure

### 3.1 Target System

| Attributes | Description |

|------------|------|

| Type | Normal / Movement / Blink / Trap / Explosion / Reward |

| Appearance Time | Duration after entering the scene (seconds) |

| Movement Path | Straight Line / Curved Line / Random Direction |

| Scoring Mechanism | Different scores for hitting different parts of the body |

| Interruptible | Some targets require full charge to break |

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### 3.2 Weapon System (Expandable)

| Weapon Type | Shooting Characteristics |

|----------|----------|

| Pistol | Single shot, high accuracy, increased damage with charge |

| Bow and Arrow | Charge determines flight distance |

| Rocket Launcher | Charge increases blast radius |

| Sniper Rifle | Long charge activates "slow motion" for aiming assistance |

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### 3.3 Scoring System

- Single Shot Score = Hit Part Score × Charge Multiplier × Combo Bonus

- Combo: After consecutive hits, each hit grants +10% score; misses reset to zero.

- Abnormal Hit Penalty (Hitting a Trap Target, etc.): Deducts points + Resets Combo

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