enemies split, but it needs a bit of work

This commit is contained in:
Ian Woods 2026-07-28 21:40:59 -07:00
parent 8714885efa
commit 11ad19992d
10 changed files with 111 additions and 3 deletions

View file

@ -580,6 +580,8 @@ 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<EnemyAbility>();
Debug.Log($"[WaveManager] HandleEnemyKilled: ability={(ability != null)}, " +
$"definition={(ability != null ? ability.Definition?.name ?? "null" : "n/a")}");
ability?.Definition?.ServerOnDeath(ability, health);
UnsubscribeEnemy(health);