Updating HUD, Gold Config, and finishing off Play flow for 9player map.

This commit is contained in:
Matt F 2026-05-22 12:18:23 -07:00
parent a7be12fa9b
commit 3dcc0e7edd
28 changed files with 2272 additions and 9601 deletions

View file

@ -33,13 +33,13 @@ namespace TD.Gameplay
"blocked by tower colliders (handled in EnemyMovement).")]
public bool IsFlying;
[Header("Rewards / Costs")]
[Tooltip("Gold awarded to the player whose tower lands the killing blow.")]
public int GoldReward = 10;
[Header("Costs")]
[Tooltip("Number of lives deducted from the shared pool when this enemy " +
"reaches the Goal. Boss enemies might cost 2 or more lives.")]
public int LivesCost = 1;
// GoldReward removed in favor of per-wave GoldPerEnemy in GoldConfig — every
// enemy in a given wave grants the same kill reward regardless of type. If
// per-type variation is needed later, add an optional override here.
[Header("Visuals")]
[Tooltip("Prefab spawned in the world for this enemy. Must have NetworkObject, " +