Refactor: Remove TowerRegistry, replicate towers by TypeID
Removing redundant workflow and making sure there's just once source of truth for the list of available towers.
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5 changed files with 33 additions and 159 deletions
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@ -90,7 +90,7 @@ Unity **6.4 (6000.4.4f1)**, URP, IL2CPP, .NET Standard 2.1, Linear color space,
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- **Visuals are placeholder** throughout (primitive/cone towers, sourced enemy models). See roadmap art TODOs.
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- **Enemies lack idle animation support** — needs adding across all enemy prefabs.
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- **Tower footprint visuals don't fill their 2×2 space** — the cone/mesh sits centered and reads smaller than the tile area it occupies; should visually reflect the full footprint.
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- **Two redundant tower lists:** `TowerPlacementManager.towerDefinitions[]` (by-index catalog) and `TowerRegistry.definitions[]` (by-name, for instance resolution). Candidate for consolidation.
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- **Tower catalog is now a single source of truth:** `TowerPlacementManager.towerDefinitions[]` (by-index, = `TowerTypeId`). `TowerInstance` replicates that index and resolves via `TowerPlacementManager.GetDefinition`. *(The old by-name `TowerRegistry` was removed 2026-06-24 — add new towers only to `towerDefinitions` + `DraftPool`.)*
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- **Catalog index 0 is a reserved sentinel** (valid `TowerTypeId`s start at 1) — easy to forget when wiring the catalog in the inspector.
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- **Catalog-index identifiers aren't session-stable** — blocks cross-match persistence until a stable ID is added.
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- **Paint system frozen**; **Race vs Builder** naming unresolved; the gold **"Buy Roll available any time"** rule is provisional and may change.
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