Updating HUD, Gold Config, and finishing off Play flow for 9player map.
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28 changed files with 2272 additions and 9601 deletions
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@ -33,13 +33,13 @@ namespace TD.Gameplay
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"blocked by tower colliders (handled in EnemyMovement).")]
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public bool IsFlying;
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[Header("Rewards / Costs")]
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[Tooltip("Gold awarded to the player whose tower lands the killing blow.")]
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public int GoldReward = 10;
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[Header("Costs")]
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[Tooltip("Number of lives deducted from the shared pool when this enemy " +
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"reaches the Goal. Boss enemies might cost 2 or more lives.")]
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public int LivesCost = 1;
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// GoldReward removed in favor of per-wave GoldPerEnemy in GoldConfig — every
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// enemy in a given wave grants the same kill reward regardless of type. If
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// per-type variation is needed later, add an optional override here.
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[Header("Visuals")]
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[Tooltip("Prefab spawned in the world for this enemy. Must have NetworkObject, " +
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