Adding flying functionality for enemies
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6 changed files with 83 additions and 26 deletions
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@ -27,12 +27,16 @@ namespace TD.Gameplay
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[Tooltip("Movement speed in world units per second along the A* path.")]
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public float MoveSpeed = 3f;
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[Tooltip("When true this enemy flies over tower footprints. " +
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"Towers with GroundedOnly=true will not target it. " +
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"Flying enemies follow the same A* path but are not physically " +
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"blocked by tower colliders (handled in EnemyMovement).")]
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[Tooltip("When true this enemy flies: it paths on the baked terrain grid, ignoring " +
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"towers, so it soars directly over the maze instead of following it. " +
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"Towers with GroundedOnly=true will not target it.")]
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public bool IsFlying;
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[Tooltip("Height (world units) above the ground a flying enemy hovers, so it " +
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"visually clears towers. Only used when IsFlying is true. Keep modest — " +
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"tower targeting uses 3D range, so large values eat into effective range.")]
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public float FlightHeight = 3f;
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[Header("Costs")]
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[Tooltip("Number of lives deducted from the shared pool when this enemy " +
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"reaches the Goal. Boss enemies might cost 2 or more lives.")]
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