diff --git a/Assets/_Project/Prefabs/Enemies/Enemy_CrystalGolem_Blue.prefab b/Assets/_Project/Prefabs/Enemies/Enemy_CrystalGolem_Blue.prefab
index cef9c0c..b4613dd 100644
--- a/Assets/_Project/Prefabs/Enemies/Enemy_CrystalGolem_Blue.prefab
+++ b/Assets/_Project/Prefabs/Enemies/Enemy_CrystalGolem_Blue.prefab
@@ -54,7 +54,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d5a57f767e5e46a458fc5d3c628d0cbb, type: 3}
m_Name:
m_EditorClassIdentifier: Unity.Netcode.Runtime::Unity.Netcode.NetworkObject
- GlobalObjectIdHash: 1115713368
+ GlobalObjectIdHash: 2814637749
InScenePlacedSourceGlobalObjectIdHash: 0
DeferredDespawnTick: 0
Ownership: 1
@@ -126,7 +126,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.EnemyHealth
ShowTopMostFoldoutHeaderGroup: 1
- definition: {fileID: 0}
+ definition: {fileID: 11400000, guid: a05af37e2256f164d80a66cc2a582466, type: 2}
deathAnimator: {fileID: 1819643351848917197}
deathAnimationDuration: 1.5
sinkDuration: 1.5
diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs
index 687e676..48bf7c6 100644
--- a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs
+++ b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs
@@ -5,8 +5,11 @@ using TD.Core;
namespace TD.Gameplay.EnemyAbilities
{
///
- /// On death, spawns copies of at the corpse's
- /// position, continuing on toward the goal instead of restarting from the wave's spawner.
+ /// On death, spawns smaller copies of the dying enemy's own type at
+ /// the corpse's position, continuing on toward the goal instead of restarting from the wave's
+ /// spawner. There's no separate "minion" EnemyDefinition to author — the mini copies reuse
+ /// whichever EnemyDefinition/prefab the dying enemy itself was spawned from, scaled down by
+ /// /.
///
[CreateAssetMenu(fileName = "SplitOnDeathAbility", menuName = "TD/Enemy Abilities/Split On Death")]
public class SplitOnDeathAbilityDefinition : EnemyAbilityDefinition
@@ -14,13 +17,20 @@ namespace TD.Gameplay.EnemyAbilities
public override EnemyAbilityKind Kind => EnemyAbilityKind.SplitOnDeath;
[Header("Split")]
- [Tooltip("Smaller enemy type spawned when this enemy dies.")]
- public EnemyDefinition SplitInto;
-
- [Tooltip("How many copies of SplitInto spawn on death.")]
+ [Tooltip("How many mini copies spawn on death.")]
[Min(1)]
public int SplitCount = 2;
+ [Tooltip("Each mini copy's MaxHp = the dying enemy's own MaxHp * this multiplier.")]
+ [Range(0.01f, 1f)]
+ public float HpMultiplier = 0.5f;
+
+ [Tooltip("Uniform transform scale applied to each mini copy, relative to the normal " +
+ "prefab scale. Requires the enemy prefab's NetworkTransform to sync scale, " +
+ "or the mini will render full-size on remote peers.")]
+ [Range(0.1f, 1f)]
+ public float ScaleMultiplier = 0.6f;
+
[Tooltip("Random scatter radius (world units) applied to each split spawn so they don't " +
"spawn exactly on top of each other.")]
[Min(0f)]
@@ -28,18 +38,15 @@ namespace TD.Gameplay.EnemyAbilities
public override void ServerOnDeath(EnemyAbility instance, EnemyHealth health)
{
- Debug.Log($"[SplitOnDeathAbility] ServerOnDeath fired for {instance.name}. " +
- $"SplitInto={(SplitInto != null ? SplitInto.name : "null")}, " +
- $"WaveManager.Instance={(WaveManager.Instance != null)}");
-
- if (SplitInto == null) return;
+ var def = health.Definition;
+ if (def == null) return;
var movement = instance.GetComponent();
var atTile = GridCoordinates.WorldToGrid(instance.transform.position);
var ownerSlot = movement != null ? movement.OriginZone : PlayerSlot.None;
- Debug.Log($"[SplitOnDeathAbility] Spawning {SplitCount}x {SplitInto.name} at tile {atTile}.");
- WaveManager.Instance?.ServerSpawnSplitEnemies(SplitInto, SplitCount, atTile, ownerSlot, ScatterRadius);
+ WaveManager.Instance?.ServerSpawnSplitEnemies(
+ def, SplitCount, atTile, ownerSlot, ScatterRadius, HpMultiplier, ScaleMultiplier);
}
}
}
diff --git a/Assets/_Project/Scripts/Gameplay/WaveManager.cs b/Assets/_Project/Scripts/Gameplay/WaveManager.cs
index c4af7e3..ce61ce2 100644
--- a/Assets/_Project/Scripts/Gameplay/WaveManager.cs
+++ b/Assets/_Project/Scripts/Gameplay/WaveManager.cs
@@ -457,7 +457,8 @@ namespace TD.Gameplay
private void SpawnEnemy(EnemyDefinition def, Vector2Int spawnerTile, PlayerSlot ownerSlot,
float xHalfExtent = 0f, float zHalfExtent = 0f, bool held = false,
- Direction facing = Direction.South)
+ Direction facing = Direction.South, bool canRollAbility = true,
+ float hpMultiplier = 1f, float visualScale = 1f)
{
if (def.EnemyPrefab == null)
{
@@ -491,6 +492,12 @@ namespace TD.Gameplay
spawnPos,
Quaternion.Euler(0f, yaw, 0f));
+ // Scales the whole prefab hierarchy uniformly (used for split-on-death minions).
+ // Relies on the enemy prefab's NetworkTransform syncing scale to clients — verify
+ // that's enabled if a scaled spawn doesn't look smaller on remote peers.
+ if (visualScale != 1f)
+ go.transform.localScale *= visualScale;
+
var health = go.GetComponent();
var movement = go.GetComponent();
@@ -502,14 +509,16 @@ namespace TD.Gameplay
return;
}
- health.InitializeServer(def.MaxHp, def.LivesCost, def.IsFlying, held);
+ health.InitializeServer(def.MaxHp * hpMultiplier, def.LivesCost, def.IsFlying, held);
movement.InitializeServer(def.MoveSpeed, spawnerTile, ownerSlot, def.IsFlying);
// Optional — only prefabs with an EnemyAbility component roll an ability. See
// EnemyAbility's remarks for why on-death abilities aren't event-subscription driven.
+ // canRollAbility is false for split-spawned minions (see ServerSpawnSplitEnemies) so
+ // they can never chain into further splits or pick up any other ability.
var ability = go.GetComponent();
if (ability != null)
- ability.InitializeServer(EnemyAbilityPool.Instance?.RollRandom());
+ ability.InitializeServer(canRollAbility ? EnemyAbilityPool.Instance?.RollRandom() : null);
if (held) heldEnemies.Add(health);
@@ -530,12 +539,19 @@ namespace TD.Gameplay
/// position. Reuses so split children get the same
/// activeEnemyCount/event-wiring bookkeeping as any other spawn.
///
+ ///
+ /// Split-spawned minions never roll an ability of their own — they're always plain,
+ /// so a split can't chain into further splits (or any other ability) regardless of
+ /// which EnemyDefinition/prefab is used for .
+ ///
public void ServerSpawnSplitEnemies(EnemyDefinition def, int count, Vector2Int atTile,
- PlayerSlot ownerSlot, float scatterRadius)
+ PlayerSlot ownerSlot, float scatterRadius,
+ float hpMultiplier = 1f, float visualScale = 1f)
{
if (!IsServer) return;
for (int i = 0; i < count; i++)
- SpawnEnemy(def, atTile, ownerSlot, scatterRadius, scatterRadius);
+ SpawnEnemy(def, atTile, ownerSlot, scatterRadius, scatterRadius, canRollAbility: false,
+ hpMultiplier: hpMultiplier, visualScale: visualScale);
}
// ----- Enemy event handlers (server-only) -------------------------
@@ -580,8 +596,6 @@ namespace TD.Gameplay
// this kill's activeEnemyCount-- below, or a split on a wave's last enemy could let
// CheckWaveComplete see activeEnemyCount hit 0 and advance the wave prematurely.
var ability = health.GetComponent();
- Debug.Log($"[WaveManager] HandleEnemyKilled: ability={(ability != null)}, " +
- $"definition={(ability != null ? ability.Definition?.name ?? "null" : "n/a")}");
ability?.Definition?.ServerOnDeath(ability, health);
UnsubscribeEnemy(health);