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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@ -15,7 +15,7 @@ MonoBehaviour:
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DisplayName: Fireball
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DisplayName: Fireball
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Description: Shoot a fireball
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Description: Shoot a fireball
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Cooldown: 1
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Cooldown: 15
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TargetType: 0
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TargetType: 0
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Radius: 5
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Radius: 5
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enemyLayerMask:
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enemyLayerMask:
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8
Assets/_Project/Definitions/EnemyAbilities.meta
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8
Assets/_Project/Definitions/EnemyAbilities.meta
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m_Name: SplitOnDeathAbility
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m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.EnemyAbilities.SplitOnDeathAbilityDefinition
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DisplayName: Split on Death
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Description: The enemy splits when it dies.
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Weight: 100
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@ -17,6 +17,7 @@ GameObject:
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m_Layer: 10
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m_Layer: 10
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m_Name: Enemy_CrystalGolem_Blue
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m_Name: Enemy_CrystalGolem_Blue
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m_TagString: Untagged
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m_TagString: Untagged
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@ -53,7 +54,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: d5a57f767e5e46a458fc5d3c628d0cbb, type: 3}
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m_EditorClassIdentifier: Unity.Netcode.Runtime::Unity.Netcode.NetworkObject
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DeferredDespawnTick: 0
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DeferredDespawnTick: 0
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Ownership: 1
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Ownership: 1
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@ -224,6 +225,19 @@ MonoBehaviour:
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volume: 0.75
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volume: 0.75
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minPitch: 0.95
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m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.EnemyAbility
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--- !u!1 &5361867751622119598
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@ -2276,6 +2276,53 @@ Transform:
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--- !u!1 &181002639
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m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.EnemyAbilities.EnemyAbilityPool
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abilities:
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- {fileID: 11400000, guid: 0305468bc8f912d429a8b20bf23f947c, type: 2}
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noAbilityWeight: 100
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@ -29189,3 +29236,4 @@ SceneRoots:
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- {fileID: 181002641}
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@ -28,7 +28,7 @@ namespace TD.Gameplay.EnemyAbilities
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[Tooltip("Relative weight of an enemy rolling no ability at all, vs. the combined " +
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[Tooltip("Relative weight of an enemy rolling no ability at all, vs. the combined " +
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"weight of every entry in 'abilities'. Higher = abilities are rarer.")]
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"weight of every entry in 'abilities'. Higher = abilities are rarer.")]
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[Min(0f)]
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[Min(0f)]
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[SerializeField] private float noAbilityWeight = 20f;
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[SerializeField] private float noAbilityWeight = 100f;
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// Fixed-size, enum-indexed lookup built once in Awake. Sized to the enum's entry count,
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// Fixed-size, enum-indexed lookup built once in Awake. Sized to the enum's entry count,
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// not authored count, so an out-of-range Kind is a compile-time impossibility rather
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// not authored count, so an out-of-range Kind is a compile-time impossibility rather
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@ -28,12 +28,17 @@ namespace TD.Gameplay.EnemyAbilities
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public override void ServerOnDeath(EnemyAbility instance, EnemyHealth health)
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public override void ServerOnDeath(EnemyAbility instance, EnemyHealth health)
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{
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{
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Debug.Log($"[SplitOnDeathAbility] ServerOnDeath fired for {instance.name}. " +
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$"SplitInto={(SplitInto != null ? SplitInto.name : "null")}, " +
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$"WaveManager.Instance={(WaveManager.Instance != null)}");
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if (SplitInto == null) return;
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if (SplitInto == null) return;
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var movement = instance.GetComponent<EnemyMovement>();
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var movement = instance.GetComponent<EnemyMovement>();
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var atTile = GridCoordinates.WorldToGrid(instance.transform.position);
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var atTile = GridCoordinates.WorldToGrid(instance.transform.position);
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var ownerSlot = movement != null ? movement.OriginZone : PlayerSlot.None;
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var ownerSlot = movement != null ? movement.OriginZone : PlayerSlot.None;
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Debug.Log($"[SplitOnDeathAbility] Spawning {SplitCount}x {SplitInto.name} at tile {atTile}.");
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WaveManager.Instance?.ServerSpawnSplitEnemies(SplitInto, SplitCount, atTile, ownerSlot, ScatterRadius);
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WaveManager.Instance?.ServerSpawnSplitEnemies(SplitInto, SplitCount, atTile, ownerSlot, ScatterRadius);
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}
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}
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}
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}
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@ -70,6 +70,9 @@ namespace TD.Gameplay
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kind.Value = (byte)(Definition != null ? Definition.Kind : EnemyAbilityKind.None);
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kind.Value = (byte)(Definition != null ? Definition.Kind : EnemyAbilityKind.None);
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hasPendingInit = false;
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hasPendingInit = false;
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if (Definition != null)
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Debug.Log($"[EnemyAbility] {name} rolled {Definition.Kind}.");
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Definition?.ServerOnSpawn(this);
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Definition?.ServerOnSpawn(this);
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}
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}
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@ -580,6 +580,8 @@ namespace TD.Gameplay
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// this kill's activeEnemyCount-- below, or a split on a wave's last enemy could let
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// this kill's activeEnemyCount-- below, or a split on a wave's last enemy could let
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// CheckWaveComplete see activeEnemyCount hit 0 and advance the wave prematurely.
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// CheckWaveComplete see activeEnemyCount hit 0 and advance the wave prematurely.
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var ability = health.GetComponent<EnemyAbility>();
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var ability = health.GetComponent<EnemyAbility>();
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Debug.Log($"[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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ability?.Definition?.ServerOnDeath(ability, health);
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UnsubscribeEnemy(health);
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UnsubscribeEnemy(health);
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