first pass at enemy upgrades
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// Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.EnemyAbilities
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{
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/// <summary>
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/// On death, spawns <see cref="SplitCount"/> copies of <see cref="SplitInto"/> at the corpse's
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/// position, continuing on toward the goal instead of restarting from the wave's spawner.
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/// </summary>
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[CreateAssetMenu(fileName = "SplitOnDeathAbility", menuName = "TD/Enemy Abilities/Split On Death")]
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public class SplitOnDeathAbilityDefinition : EnemyAbilityDefinition
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{
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public override EnemyAbilityKind Kind => EnemyAbilityKind.SplitOnDeath;
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[Header("Split")]
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[Tooltip("Smaller enemy type spawned when this enemy dies.")]
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public EnemyDefinition SplitInto;
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[Tooltip("How many copies of SplitInto spawn on death.")]
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[Min(1)]
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public int SplitCount = 2;
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[Tooltip("Random scatter radius (world units) applied to each split spawn so they don't " +
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"spawn exactly on top of each other.")]
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[Min(0f)]
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public float ScatterRadius = 0.5f;
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public override void ServerOnDeath(EnemyAbility instance, EnemyHealth health)
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{
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if (SplitInto == null) return;
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var movement = instance.GetComponent<EnemyMovement>();
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var atTile = GridCoordinates.WorldToGrid(instance.transform.position);
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var ownerSlot = movement != null ? movement.OriginZone : PlayerSlot.None;
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WaveManager.Instance?.ServerSpawnSplitEnemies(SplitInto, SplitCount, atTile, ownerSlot, ScatterRadius);
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}
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}
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}
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