enemies split, but it needs a bit of work
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10 changed files with 111 additions and 3 deletions
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@ -580,6 +580,8 @@ namespace TD.Gameplay
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// this kill's activeEnemyCount-- below, or a split on a wave's last enemy could let
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// CheckWaveComplete see activeEnemyCount hit 0 and advance the wave prematurely.
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var ability = health.GetComponent<EnemyAbility>();
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Debug.Log($"[WaveManager] HandleEnemyKilled: ability={(ability != null)}, " +
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$"definition={(ability != null ? ability.Definition?.name ?? "null" : "n/a")}");
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ability?.Definition?.ServerOnDeath(ability, health);
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UnsubscribeEnemy(health);
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