First pass at full refactor to 2.0 design
Restructures the game around the cyclical run loop from Game Design Doc V2: 5 waves = a cycle, 3 cycles = a phase, each phase ends in a boss. - New TD.Gameplay.Waves: WaveGroup / PhaseDefinition / RunDefinition author the run as draggable weighted pools; RunState owns phase/cycle position, the drawn wave slots, and the per-slot enemy buff sets. WaveManager's flat wave array is gone -- it now only runs the encounter RunState points at. - New TD.Gameplay.EnemyUpgrades: the post-wave enemy-buff vote, with public live-replicated ballots so the HUD can show who voted for what. - Inter-wave flow is now strictly sequential: draft -> vote -> build, each stage ending early once every player has acted. - Enemy abilities inverted from per-instance random rolls to deterministic, stacking per-wave-slot sets. Six cards ship: Split (reworked), Flight, Blink, No Bounty, Gold Theft, Double Up. - Tower upgrades are a two-step tree: a draft pick unlocks a node, gold converts an already-placed tower in place. - Boss encounters flag their enemies and drive a boss HP bar. - Player cap reduced to 3 via MatchRules.MaxPlayers. - GoldConfig is now keyed by global encounter number rather than wave index. Compiles clean; NOT yet verified in-engine. Editor wiring still required -- see Docs/2.0_Setup_Checklist.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
parent
7e5c3a8279
commit
4892d7253d
64 changed files with 4023 additions and 344 deletions
|
|
@ -0,0 +1,60 @@
|
|||
// Assets/_Project/Scripts/Gameplay/EnemyAbilities/BlinkAbilityDefinition.cs
|
||||
using UnityEngine;
|
||||
using TD.Core;
|
||||
|
||||
namespace TD.Gameplay.EnemyAbilities
|
||||
{
|
||||
/// <summary>
|
||||
/// Every few seconds, the enemy teleports a short distance further along its path — skipping
|
||||
/// tiles, and the towers covering them.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Blinks follow the path rather than cutting toward the goal, so the maze still shapes the
|
||||
/// route; the buff shortens time-under-fire rather than bypassing walls. See
|
||||
/// <c>EnemyMovement.ServerBlinkForward</c>.
|
||||
///
|
||||
/// <para>The cooldown lives in this enemy's own timer slot rather than on the asset. A field
|
||||
/// here would be shared by every enemy carrying the buff, so the whole wave would blink in
|
||||
/// perfect unison — which looks like a bug even when the timing is right.</para>
|
||||
/// </remarks>
|
||||
[CreateAssetMenu(fileName = "BlinkAbility", menuName = "TD/Enemy Abilities/Blink")]
|
||||
public class BlinkAbilityDefinition : EnemyAbilityDefinition
|
||||
{
|
||||
public override EnemyAbilityKind Kind => EnemyAbilityKind.Blink;
|
||||
|
||||
[Header("Blink")]
|
||||
[Tooltip("Seconds between blinks.")]
|
||||
[Min(0.1f)]
|
||||
public float IntervalSeconds = 4f;
|
||||
|
||||
[Tooltip("How many path waypoints to skip per blink. Note that path smoothing can make " +
|
||||
"one waypoint span several tiles, so this is a coarser dial than it looks.")]
|
||||
[Min(1)]
|
||||
public int BlinkWaypoints = 2;
|
||||
|
||||
[Tooltip("Random spread (seconds) added to each enemy's first blink so a wave doesn't " +
|
||||
"blink in one synchronized block. Applied once, at spawn.")]
|
||||
[Min(0f)]
|
||||
public float StartJitterSeconds = 1.5f;
|
||||
|
||||
public override void ServerOnSpawn(EnemyAbility instance, int abilityIndex)
|
||||
{
|
||||
// Seed each enemy's cooldown with a different negative offset so the wave's first
|
||||
// blink is staggered. Done once, here, rather than on the first tick — a tick-time
|
||||
// check would have to distinguish "never started" from "just blinked", and both
|
||||
// states read as a zero timer.
|
||||
if (StartJitterSeconds > 0f)
|
||||
instance.TimerFor(abilityIndex) = -Random.Range(0f, StartJitterSeconds);
|
||||
}
|
||||
|
||||
public override void ServerTick(EnemyAbility instance, int abilityIndex, float dt)
|
||||
{
|
||||
ref float timer = ref instance.TimerFor(abilityIndex);
|
||||
timer += dt;
|
||||
if (timer < IntervalSeconds) return;
|
||||
|
||||
timer = 0f;
|
||||
instance.GetComponent<EnemyMovement>()?.ServerBlinkForward(BlinkWaypoints);
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue