blink moves forward a short number of meters, not along waypoint boundaries

This commit is contained in:
Ian Woods 2026-08-04 21:03:54 -07:00
parent dc9184075b
commit f4a0dc57c3
3 changed files with 52 additions and 22 deletions

View file

@ -27,10 +27,9 @@ namespace TD.Gameplay.EnemyAbilities
[Min(0.1f)]
public float IntervalSeconds = 4f;
[Tooltip("How many path waypoints to skip per blink. Note that path smoothing can make " +
"one waypoint span several tiles, so this is a coarser dial than it looks.")]
[Min(1)]
public int BlinkWaypoints = 2;
[Tooltip("World units to advance along the path per blink.")]
[Min(0.1f)]
public float BlinkDistanceMeters = 4f;
[Tooltip("Random spread (seconds) added to each enemy's first blink so a wave doesn't " +
"blink in one synchronized block. Applied once, at spawn.")]
@ -54,7 +53,7 @@ namespace TD.Gameplay.EnemyAbilities
if (timer < IntervalSeconds) return;
timer = 0f;
instance.GetComponent<EnemyMovement>()?.ServerBlinkForward(BlinkWaypoints);
instance.GetComponent<EnemyMovement>()?.ServerBlinkForward(BlinkDistanceMeters);
}
}
}