diff --git a/Assets/_Project/Scripts/Combat/TowerCombat.cs b/Assets/_Project/Scripts/Combat/TowerCombat.cs
index cc6eb81..3498678 100644
--- a/Assets/_Project/Scripts/Combat/TowerCombat.cs
+++ b/Assets/_Project/Scripts/Combat/TowerCombat.cs
@@ -1,10 +1,13 @@
// Assets/_Project/Scripts/Combat/TowerCombat.cs
+
+using System;
using System.Collections.Generic;
-using Unity.Netcode;
-using UnityEngine;
using TD.Core;
using TD.Gameplay;
using TD.Towers;
+using Unity.Netcode;
+using UnityEngine;
+using Object = UnityEngine.Object;
namespace TD.Combat
{
@@ -75,17 +78,17 @@ namespace TD.Combat
/// fired in for late-joining clients so visual
/// consumers always initialise from the correct state.
///
- public event System.Action OnTargetAcquired;
+ public event Action OnTargetAcquired;
/// Fired locally on ALL peers when the tower loses its target.
- public event System.Action OnTargetLost;
+ public event Action OnTargetLost;
///
/// Fired locally on ALL peers each time the tower attacks.
/// Argument is the world-space position of the primary target at the moment
/// of fire — use it to aim muzzle flash, spawn a tracer, etc.
///
- public event System.Action OnFire;
+ public event Action OnFire;
// ----- NGO lifecycle -----------------------------------------------
@@ -143,7 +146,7 @@ namespace TD.Combat
if (currentTarget == null) return;
bool dead = currentTarget.IsDead;
- bool destroyed = (currentTarget as UnityEngine.Object) == null;
+ bool destroyed = (currentTarget as Object) == null;
bool outOfRange = Vector3.Distance(
transform.position,
currentTarget.transform.position) > def.Range;