We've got enemies and movement!!
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Assets/_Project/Scripts/Gameplay/WaveDefinition.cs
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45
Assets/_Project/Scripts/Gameplay/WaveDefinition.cs
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// Assets/_Project/Scripts/Gameplay/WaveDefinition.cs
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using System;
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using UnityEngine;
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namespace TD.Gameplay
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{
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/// <summary>
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/// A single spawn group within a wave: one enemy type, how many of them,
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/// and how long to wait between each spawn.
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/// </summary>
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[Serializable]
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public struct WaveEntry
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{
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[Tooltip("The enemy type to spawn for this group.")]
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public EnemyDefinition EnemyType;
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[Tooltip("How many enemies of this type to spawn.")]
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public int Count;
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[Tooltip("Seconds between each individual spawn within this group. " +
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"0 = all spawn simultaneously.")]
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public float SpawnInterval;
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}
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/// <summary>
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/// Defines the composition of a single wave. One asset per wave; referenced in
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/// order by <see cref="WaveManager.waveDefinitions"/>.
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/// </summary>
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/// <remarks>
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/// Entries are processed in array order. Multiple entries let designers mix enemy
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/// types within one wave (e.g. 10 fast scouts followed by 3 armoured brutes).
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/// The wave is not considered complete until all spawned enemies are dead or have
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/// leaked — not just until all entries are spawned.
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/// </remarks>
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[CreateAssetMenu(fileName = "WaveDefinition", menuName = "TD/Wave Definition", order = 4)]
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public class WaveDefinition : ScriptableObject
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{
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[Tooltip("Seconds between the wave-number advancing (start of prep) and the " +
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"first enemy spawning. Gives players time to build before the wave hits.")]
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public float PrepTime = 10f;
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[Tooltip("Enemy groups that make up this wave. Processed in order.")]
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public WaveEntry[] Entries;
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}
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}
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