draft options working; spells won't cast though
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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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