Adding flying functionality for enemies

This commit is contained in:
Matt F 2026-06-23 22:27:35 -07:00
parent 54f11d91ff
commit d685894878
6 changed files with 83 additions and 26 deletions

View file

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