new builder option per draft - first one is gold per kill
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21 changed files with 456 additions and 7 deletions
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// Assets/_Project/Scripts/Gameplay/BuilderEffects/BuilderEffectDefinition.cs
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.BuilderEffects
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{
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/// <summary>
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/// Base class for one builder effect — a passive perk that applies to every tower a
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/// player's Builder constructs (e.g. "kills yield bonus gold"). Granted via the draft
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/// (<see cref="TD.Gameplay.Draft.BuilderEffectDraftOption"/>) and tracked per-player by
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/// <see cref="BuilderUpgradeManager"/>.
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/// </summary>
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/// <remarks>
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/// <para><b>One asset per kind.</b> <see cref="Kind"/> is fixed per subclass (each concrete
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/// type overrides it to its own <see cref="BuilderEffectKind"/>), so there's no way to
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/// mis-tag an asset in the inspector. <see cref="BuilderEffectPool"/> uses it to build a
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/// fixed-size, enum-indexed lookup table — no scanning to resolve a kind to its data.</para>
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///
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/// <para><b>No shared "Apply" contract.</b> Concrete subclasses (e.g.
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/// <see cref="GoldPerKillEffectDefinition"/>) carry whatever payload they need. Effects with
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/// different application shapes — a simple value read at an existing game-event hook vs.
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/// behavior that needs its own component on the tower — are still just subclasses; consumers
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/// query the concrete type they care about directly (see
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/// <see cref="BuilderUpgradeManager.GetTotalGoldPerKillBonus"/>).</para>
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/// </remarks>
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public abstract class BuilderEffectDefinition : ScriptableObject
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{
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/// <summary>Which builder effect this asset's data belongs to.</summary>
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public abstract BuilderEffectKind Kind { get; }
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[Tooltip("Name shown wherever a player's active builder effects are listed.")]
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public string DisplayName;
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}
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}
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fileFormatVersion: 2
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guid: 3a939cb6af19202e1a9bddf01d9f1857
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// Assets/_Project/Scripts/Gameplay/BuilderEffects/BuilderEffectPool.cs
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using System;
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.BuilderEffects
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{
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/// <summary>
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/// Scene singleton holding every <see cref="BuilderEffectDefinition"/> available this match,
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/// authored as a flat array in the inspector for convenience. Internally it builds a
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/// fixed-size table indexed by <see cref="BuilderEffectKind"/> so lookups are a single array
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/// access, not a scan.
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/// </summary>
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/// <remarks>
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/// Plain MonoBehaviour: identical on every peer (same assets), so there is nothing to sync.
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/// The server reads it to resolve grants; clients read it to render an "active effects" list.
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/// </remarks>
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public class BuilderEffectPool : MonoBehaviour
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{
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public static BuilderEffectPool Instance { get; private set; }
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[Tooltip("Every BuilderEffectDefinition asset available this match. One entry per " +
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"BuilderEffectKind — order doesn't matter, Kind on the asset itself decides " +
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"its slot.")]
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[SerializeField] private BuilderEffectDefinition[] effects;
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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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// than a bounds check we'd otherwise need on every Get().
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private BuilderEffectDefinition[] byKind;
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Debug.LogError("[BuilderEffectPool] Multiple instances detected. Only one per scene.");
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return;
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}
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Instance = this;
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int kindCount = Enum.GetValues(typeof(BuilderEffectKind)).Length;
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byKind = new BuilderEffectDefinition[kindCount];
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if (effects == null) return;
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for (int i = 0; i < effects.Length; i++)
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{
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var def = effects[i];
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if (def == null) continue;
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byKind[(int)def.Kind] = def;
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}
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}
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private void OnDestroy()
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{
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if (Instance == this) Instance = null;
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}
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/// <summary>Returns the effect asset for <paramref name="kind"/>, or null if none is
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/// authored in this pool.</summary>
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public BuilderEffectDefinition Get(BuilderEffectKind kind)
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{
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int i = (int)kind;
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return (byKind != null && i >= 0 && i < byKind.Length) ? byKind[i] : null;
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}
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}
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}
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fileFormatVersion: 2
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guid: 6226c6e672c5b358a9cdc2a1bee47daf
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// Assets/_Project/Scripts/Gameplay/BuilderEffects/GoldPerKillEffectDefinition.cs
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.BuilderEffects
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{
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/// <summary>
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/// Builder effect #1 — every tower the player owns yields extra gold per kill.
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/// Read by <see cref="BuilderUpgradeManager.GetTotalGoldPerKillBonus"/>, which
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/// <see cref="TD.Gameplay.WaveManager"/> queries when awarding kill gold.
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/// </summary>
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[CreateAssetMenu(fileName = "GoldPerKillEffect", menuName = "TD/Builder Effects/Gold Per Kill")]
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public class GoldPerKillEffectDefinition : BuilderEffectDefinition
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{
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public override BuilderEffectKind Kind => BuilderEffectKind.GoldPerKill;
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[Tooltip("Flat bonus gold awarded on top of the normal kill reward, for every kill by " +
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"any of this player's towers.")]
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[Min(0)]
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public int BonusGoldPerKill = 1;
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}
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}
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fileFormatVersion: 2
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guid: 5ce77a7f27ed228a0ad0494dfc1a4749
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