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);