draft options working; spells won't cast though
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// Assets/_Project/Scripts/Gameplay/BuilderSpells/BuilderSpellDefinition.cs
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.BuilderSpells
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{
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/// <summary>
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/// Base class for one builder spell — a player-cast, key-triggered ability (e.g. "drop a
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/// fireball on a point", "slow enemies in a radius"). Granted via the draft (<see
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/// cref="TD.Gameplay.Draft.BuilderSpellDraftOption"/>) and tracked per-player by <see
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/// cref="PlayerSpellLoadout"/>, which owns the hotkey slot and cooldown state.
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/// </summary>
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/// <remarks>
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/// <para><b>Contrast with <see cref="BuilderEffects.BuilderEffectDefinition"/>.</b> Effects
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/// are passive and queried by consumers; spells are active and resolve themselves.
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/// <see cref="ServerCast"/> is that resolution — it IS the "apply the effect" method,
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/// replacing the effect system's <c>IsValidFor</c>-only gate pattern (grant-time validity
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/// still lives on <see cref="TD.Gameplay.Draft.BuilderSpellDraftOption.IsValidFor"/>).</para>
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///
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/// <para><b>One asset per kind.</b> <see cref="Kind"/> is fixed per subclass, same as
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/// <see cref="BuilderEffects.BuilderEffectDefinition"/>. <see cref="BuilderSpellPool"/> uses
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/// it to build a fixed-size, enum-indexed lookup table.</para>
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///
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/// <para><b>Server-only resolution, client-only visual.</b> <see cref="ServerCast"/> runs on
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/// the server and applies damage/status via the same <c>Physics.OverlapSphereNonAlloc</c> +
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/// <c>EnemyHealth</c>/<c>EnemyStatus</c> pattern <c>TowerCombat</c> already uses.
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/// <see cref="ClientPlayVfx"/> runs on every peer (including the server) after a successful
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/// cast, purely for presentation.</para>
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/// </remarks>
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public abstract class BuilderSpellDefinition : ScriptableObject
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{
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/// <summary>Which builder spell this asset's data belongs to.</summary>
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public abstract BuilderSpellKind Kind { get; }
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[Header("Presentation")]
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[Tooltip("Name shown on the draft card and the cast hotbar.")]
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public string DisplayName;
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[Tooltip("Short description shown on the draft card.")]
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[TextArea(2, 4)]
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public string Description;
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[Tooltip("Icon shown on the draft card and the cast hotbar.")]
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public Sprite Icon;
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[Header("Casting")]
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[Tooltip("Seconds before this spell can be cast again after a successful cast.")]
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[Min(0f)]
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public float Cooldown = 5f;
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[Tooltip("How the cast controller aims this spell. AreaOfEffect previews Radius as a " +
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"decal while aiming; PointTarget does not, even if Radius is used internally " +
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"(e.g. a splash radius).")]
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public SpellTargetType TargetType;
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[Tooltip("AreaOfEffect: the resolution radius AND the client-side preview size. " +
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"PointTarget: optional internal-only radius (e.g. splash) with no preview.")]
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[Min(0f)]
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public float Radius;
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[Tooltip("Physics layer(s) enemies occupy, queried by this spell's own OverlapSphere " +
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"call. Each spell asset authors its own mask — same convention as " +
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"TowerCombat/Projectile's per-instance enemyLayerMask.")]
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[SerializeField]
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protected LayerMask enemyLayerMask;
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// Shared scratch buffer for OverlapSphereNonAlloc queries. The server processes casts
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// sequentially (one RPC handler at a time), so a static buffer shared across all spell
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// assets is safe — mirrors TowerCombat.s_overlapBuffer, but sized larger (64 vs. 32):
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// OverlapSphereNonAlloc silently truncates past the buffer length with no way to
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// detect the truncation, and spells are more likely than a single tower's splash/chain
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// radius to catch a dense horde. TowerCombat's buffer is intentionally left at 32 —
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// out of scope here, flagged separately for the team to revisit.
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protected static readonly Collider[] s_overlapBuffer = new Collider[64];
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/// <summary>
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/// Server-only: resolve this spell's effect at <paramref name="targetPoint"/> for the
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/// casting player. Returns false if the cast could not be applied (e.g. hit nothing) —
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/// <see cref="PlayerSpellLoadout"/> treats a false return as a no-op and does not start
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/// the cooldown.
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/// </summary>
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public abstract bool ServerCast(ulong clientId, Vector3 targetPoint);
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/// <summary>
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/// Runs on every peer (via <see cref="PlayerSpellLoadout"/>'s ClientRpc) after a
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/// successful <see cref="ServerCast"/>. Default no-op; override to spawn an impact VFX
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/// prefab and self-destroy it, the same idiom used elsewhere for one-off visuals.
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/// </summary>
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public virtual void ClientPlayVfx(Vector3 targetPoint) { }
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}
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}
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fileFormatVersion: 2
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guid: 9fca3191d98aa2652a9c5475d5c6b153
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// Assets/_Project/Scripts/Gameplay/BuilderSpells/BuilderSpellPool.cs
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using System;
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.BuilderSpells
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{
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/// <summary>
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/// Scene singleton holding every <see cref="BuilderSpellDefinition"/> available this match,
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/// authored as a flat array in the inspector for convenience. Internally it builds a
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/// fixed-size table indexed by <see cref="BuilderSpellKind"/> so lookups are a single array
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/// access, not a scan.
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/// </summary>
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/// <remarks>
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/// Plain MonoBehaviour: identical on every peer (same assets), so there is nothing to sync.
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/// The server reads it to resolve casts; clients read it to resolve <see
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/// cref="BuilderSpellDefinition.ClientPlayVfx"/> and to render the cast hotbar. Mirrors
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/// <see cref="BuilderEffects.BuilderEffectPool"/> exactly.
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/// </remarks>
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public class BuilderSpellPool : MonoBehaviour
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{
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public static BuilderSpellPool Instance { get; private set; }
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[Tooltip("Every BuilderSpellDefinition asset available this match. One entry per " +
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"BuilderSpellKind — order doesn't matter, Kind on the asset itself decides " +
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"its slot.")]
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[SerializeField] private BuilderSpellDefinition[] spells;
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// Fixed-size, enum-indexed lookup built once in Awake. Sized to the enum's entry count,
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// not authored count, so an out-of-range Kind is a compile-time impossibility rather
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// than a bounds check we'd otherwise need on every Get().
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private BuilderSpellDefinition[] byKind;
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
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Debug.LogError("[BuilderSpellPool] Multiple instances detected. Only one per scene.");
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return;
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}
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Instance = this;
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int kindCount = Enum.GetValues(typeof(BuilderSpellKind)).Length;
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byKind = new BuilderSpellDefinition[kindCount];
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if (spells == null) return;
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for (int i = 0; i < spells.Length; i++)
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{
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var def = spells[i];
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if (def == null) continue;
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byKind[(int)def.Kind] = def;
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}
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}
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private void OnDestroy()
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{
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if (Instance == this) Instance = null;
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}
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/// <summary>Returns the spell asset for <paramref name="kind"/>, or null if none is
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/// authored in this pool.</summary>
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public BuilderSpellDefinition Get(BuilderSpellKind kind)
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{
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int i = (int)kind;
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return (byKind != null && i >= 0 && i < byKind.Length) ? byKind[i] : null;
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}
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}
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}
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fileFormatVersion: 2
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guid: 36a7be1b3824682b8a183fbcf8564652
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// Assets/_Project/Scripts/Gameplay/BuilderSpells/FireballSpellDefinition.cs
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.BuilderSpells
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{
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/// <summary>
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/// Builder spell #1 — drop a fireball on a point, dealing direct damage to whatever's
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/// there plus splash damage to nearby enemies.
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/// </summary>
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/// <remarks>
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/// <see cref="BuilderSpellDefinition.TargetType"/> is <see cref="SpellTargetType.PointTarget"/>
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/// — the cast controller shows only a fixed-size reticle, even though
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/// <see cref="BuilderSpellDefinition.Radius"/> is still used internally here as the splash
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/// radius (0 = no splash, direct hit only).
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/// </remarks>
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[CreateAssetMenu(fileName = "FireballSpell", menuName = "TD/Builder Spells/Fireball")]
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public class FireballSpellDefinition : BuilderSpellDefinition
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{
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public override BuilderSpellKind Kind => BuilderSpellKind.Fireball;
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[Header("Fireball")]
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[Tooltip("Damage dealt to every enemy within Radius of the target point.")]
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[Min(0f)]
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public float Damage = 50f;
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public override bool ServerCast(ulong clientId, Vector3 targetPoint)
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{
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PlayerSlot owner = PlayerMatchState.SlotForClient(clientId);
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int count = Physics.OverlapSphereNonAlloc(
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targetPoint, Mathf.Max(Radius, 0.01f), s_overlapBuffer, enemyLayerMask);
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bool hitAny = false;
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for (int i = 0; i < count; i++)
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{
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var enemyHealth = s_overlapBuffer[i].GetComponent<EnemyHealth>();
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if (enemyHealth == null || enemyHealth.IsDead) continue;
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enemyHealth.TakeDamage(Damage, DamageType.Fire, owner);
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hitAny = true;
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}
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return hitAny;
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}
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}
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}
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fileFormatVersion: 2
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guid: 22b36bfcd0ae4af4098d908138e874e1
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// Assets/_Project/Scripts/Gameplay/BuilderSpells/SlowAreaSpellDefinition.cs
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.BuilderSpells
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{
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/// <summary>
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/// Builder spell #2 — slow every enemy within an area for a duration.
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/// </summary>
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/// <remarks>
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/// <see cref="BuilderSpellDefinition.TargetType"/> is <see cref="SpellTargetType.AreaOfEffect"/>
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/// — the cast controller previews <see cref="BuilderSpellDefinition.Radius"/> as a decal
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/// while aiming, and this spell resolves against that same radius (no separate field).
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/// Reuses the existing slow/DoT system (<see cref="EnemyStatus.ApplyEffect"/>) rather than
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/// introducing a new status mechanism.
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/// </remarks>
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[CreateAssetMenu(fileName = "SlowAreaSpell", menuName = "TD/Builder Spells/Slow Area")]
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public class SlowAreaSpellDefinition : BuilderSpellDefinition
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{
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public override BuilderSpellKind Kind => BuilderSpellKind.SlowArea;
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[Header("Slow Area")]
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[Tooltip("Speed multiplier applied to affected enemies for EffectDuration " +
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"(e.g. 0.5 = half speed).")]
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[Range(0f, 1f)]
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public float SlowFactor = 0.5f;
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[Tooltip("Seconds the slow lasts. Re-casting on an already-slowed enemy refreshes it.")]
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[Min(0f)]
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public float EffectDuration = 3f;
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public override bool ServerCast(ulong clientId, Vector3 targetPoint)
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{
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PlayerSlot owner = PlayerMatchState.SlotForClient(clientId);
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int count = Physics.OverlapSphereNonAlloc(
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targetPoint, Mathf.Max(Radius, 0.01f), s_overlapBuffer, enemyLayerMask);
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bool hitAny = false;
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for (int i = 0; i < count; i++)
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{
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var enemyHealth = s_overlapBuffer[i].GetComponent<EnemyHealth>();
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if (enemyHealth == null || enemyHealth.IsDead) continue;
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var enemyStatus = s_overlapBuffer[i].GetComponent<EnemyStatus>();
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if (enemyStatus == null) continue;
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enemyStatus.ApplyEffect(DamageType.Cold, SlowFactor, EffectDuration, owner);
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hitAny = true;
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}
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return hitAny;
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}
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}
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}
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fileFormatVersion: 2
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guid: 249c65067c3bac80693255e594d844c7
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