first pass at enemy upgrades
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Assets/_Project/Scripts/Core/EnemyAbilityKind.cs
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16
Assets/_Project/Scripts/Core/EnemyAbilityKind.cs
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namespace TD.Core
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{
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/// <summary>
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/// Identifies which enemy ability a
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/// <see cref="TD.Gameplay.EnemyAbilities.EnemyAbilityDefinition"/> represents. Mirrors
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/// <see cref="BuilderSpellKind"/> — a stable, enum-indexed identifier used by
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/// <see cref="TD.Gameplay.EnemyAbilities.EnemyAbilityPool"/> instead of an asset reference.
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/// </summary>
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public enum EnemyAbilityKind : byte
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{
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/// <summary>No ability rolled. Never a real pool entry — only the sentinel value
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/// <see cref="TD.Gameplay.EnemyAbility"/> reports before/absent a roll.</summary>
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None = 0,
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SplitOnDeath = 1,
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}
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}
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