spells work! changed the layer to enemy
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parent
7cf15dcaa6
commit
ca958376a4
4 changed files with 20 additions and 6 deletions
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@ -17,8 +17,8 @@ MonoBehaviour:
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Icon: {fileID: 0}
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Icon: {fileID: 0}
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Cooldown: 5
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Cooldown: 5
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TargetType: 0
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TargetType: 0
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Radius: 0
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Radius: 3
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enemyLayerMask:
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enemyLayerMask:
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serializedVersion: 2
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serializedVersion: 2
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m_Bits: 0
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m_Bits: 128
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Damage: 50
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Damage: 50
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@ -12,14 +12,14 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 249c65067c3bac80693255e594d844c7, type: 3}
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m_Script: {fileID: 11500000, guid: 249c65067c3bac80693255e594d844c7, type: 3}
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m_Name: SlowAreaSpell
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m_Name: SlowAreaSpell
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m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.BuilderSpells.SlowAreaSpellDefinition
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m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.BuilderSpells.SlowAreaSpellDefinition
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DisplayName:
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DisplayName: Slow Area
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Description:
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Description: Slows enemies in an area
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Icon: {fileID: 0}
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Icon: {fileID: 0}
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Cooldown: 5
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Cooldown: 5
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TargetType: 0
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TargetType: 0
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Radius: 0
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Radius: 5
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enemyLayerMask:
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enemyLayerMask:
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serializedVersion: 2
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serializedVersion: 2
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m_Bits: 0
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m_Bits: 128
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SlowFactor: 0.5
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SlowFactor: 0.5
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EffectDuration: 3
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EffectDuration: 3
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@ -31,6 +31,10 @@ namespace TD.Gameplay.BuilderSpells
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int count = Physics.OverlapSphereNonAlloc(
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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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targetPoint, Mathf.Max(Radius, 0.01f), s_overlapBuffer, enemyLayerMask);
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// TEMP DEBUG — remove once cast resolution is confirmed working.
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Debug.Log($"[FireballSpellDefinition] ServerCast at {targetPoint}, radius " +
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$"{Mathf.Max(Radius, 0.01f):0.##}, found {count} colliders.");
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bool hitAny = false;
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bool hitAny = false;
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for (int i = 0; i < count; i++)
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for (int i = 0; i < count; i++)
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{
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{
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@ -36,6 +36,16 @@ namespace TD.Gameplay.BuilderSpells
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int count = Physics.OverlapSphereNonAlloc(
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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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targetPoint, Mathf.Max(Radius, 0.01f), s_overlapBuffer, enemyLayerMask);
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// TEMP DEBUG — remove once cast resolution is confirmed working.
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Debug.Log($"[SlowAreaSpellDefinition] ServerCast at {targetPoint}, radius " +
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$"{Mathf.Max(Radius, 0.01f):0.##}, found {count} colliders.");
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for (int i = 0; i < count; i++)
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{
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var c = s_overlapBuffer[i];
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Debug.Log($" hit[{i}]: '{c.name}' layer={LayerMask.LayerToName(c.gameObject.layer)} " +
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$"hasEnemyHealth={c.GetComponent<EnemyHealth>() != null}");
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}
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bool hitAny = false;
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bool hitAny = false;
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for (int i = 0; i < count; i++)
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for (int i = 0; i < count; i++)
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{
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{
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