Scale difficulty by run position; wipe towers at phase end
Follow-up pass on the 2.0 refactor, closing the gap between "waves are drawn at random" and "difficulty still lives in the enemy assets". - Enemy health is no longer authored per enemy type. New EnemyScalingConfig scales a per-zone HP *budget* by encounter number; per-enemy health is that budget divided by the wave's enemy count. Scaling the total rather than the per-enemy value keeps enemy count a texture knob (few tanks vs many swarmers) instead of a second, uncontrolled difficulty axis. EnemyDefinition.MaxHp becomes HpMultiplier, a deviation around 1.0. Speed stays archetype-only and unscaled -- escalating it compounds with health and invalidates tower balance mid-run. - GoldConfig entries no longer reference a WaveDefinition. Payout is a property of run position, not of which wave got drawn: WaveGoldEntry -> EncounterGoldEntry, Waves -> Encounters, keyed by global encounter number. Its inspector labels elements "Encounter N" and projects cumulative earnings. - The wave's voted buffs now show as icon badges in the top bar, read from the same RunState slot the spawn path uses so the display can't drift from what the enemies actually carry. Hover names the buff; unillustrated cards fall back to a lettered badge rather than vanishing. - Clearing a phase's boss destroys every built tower, unrefunded. Queued build jobs still refund -- those towers were never delivered. Runs with the field empty, so the walkability churn doesn't hit the re-path scheduler. - Fixed an RPC codegen break: [ClientRpc] requires a ClientRpc suffix, unlike the newer [Rpc(SendTo...)] style this file doesn't use. - Setup checklist reordered into dependency order; it previously asked for a RunDefinition two sections before creating one. Also carries the editor-side asset reorganisation into Definitions/RunDefinitions and the sprite move into Enemy/Player draft icon folders. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
parent
4892d7253d
commit
16706a1ecf
154 changed files with 2608 additions and 287 deletions
|
|
@ -19,7 +19,7 @@ namespace TD.Gameplay.Waves
|
|||
/// <para>A class rather than a struct specifically so <see cref="Weight"/> can carry a
|
||||
/// field initializer — Unity runs it when the inspector creates a fresh array element,
|
||||
/// which is what gives new entries their equal-by-default weighting. Mirrors
|
||||
/// <see cref="WaveGoldEntry"/>.</para>
|
||||
/// <see cref="EnemyUpgrades.EnemyUpgradePoolEntry"/>.</para>
|
||||
/// </remarks>
|
||||
[Serializable]
|
||||
public class WavePoolEntry
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue