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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@ -64,15 +64,15 @@ namespace TD.Gameplay
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// ----- Pre-spawn init (server-local) ----------------------------------
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private float pendingMaxHp = 100f;
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private int pendingGoldReward;
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private int pendingLivesCost = 1;
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private bool pendingIsFlying;
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private bool hasPendingInit;
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// ----- Server-local runtime state -------------------------------------
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/// <summary>Gold awarded to the killing player when this enemy dies.</summary>
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public int GoldReward { get; private set; }
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// Kill gold is no longer carried per-enemy — it comes from
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// GoldConfig.Waves[currentWaveIndex].GoldPerEnemy at the moment the kill
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// is registered. See WaveManager.HandleEnemyKilled.
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/// <summary>Lives deducted from the shared pool when this enemy reaches the goal.</summary>
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public int LivesCost { get; private set; } = 1;
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@ -126,18 +126,16 @@ namespace TD.Gameplay
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/// and before <c>NetworkObject.Spawn()</c>. Mirrors the
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/// <c>TowerInstance.InitializeServer</c> pattern.
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/// </summary>
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public void InitializeServer(float maxHp, int goldReward, int livesCost, bool flying)
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public void InitializeServer(float maxHp, int livesCost, bool flying)
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{
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pendingMaxHp = maxHp;
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pendingGoldReward = goldReward;
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pendingLivesCost = livesCost;
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pendingIsFlying = flying;
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hasPendingInit = true;
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// Cache locally on the server immediately — clients resolve via NV.
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MaxHp = maxHp;
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GoldReward = goldReward;
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LivesCost = livesCost;
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MaxHp = maxHp;
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LivesCost = livesCost;
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}
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// ----- NGO lifecycle --------------------------------------------------
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