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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