diff --git a/Assets/_Project/Definitions/BuilderSpells/FireballSpell.asset b/Assets/_Project/Definitions/BuilderSpells/FireballSpell.asset
index b63d958..e713412 100644
--- a/Assets/_Project/Definitions/BuilderSpells/FireballSpell.asset
+++ b/Assets/_Project/Definitions/BuilderSpells/FireballSpell.asset
@@ -15,7 +15,7 @@ MonoBehaviour:
DisplayName: Fireball
Description: Shoot a fireball
Icon: {fileID: 21300000, guid: eff45e5e3dab24f438c054a095d34578, type: 3}
- Cooldown: 1
+ Cooldown: 15
TargetType: 0
Radius: 5
enemyLayerMask:
diff --git a/Assets/_Project/Definitions/EnemyAbilities.meta b/Assets/_Project/Definitions/EnemyAbilities.meta
new file mode 100644
index 0000000..d927cf3
--- /dev/null
+++ b/Assets/_Project/Definitions/EnemyAbilities.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 37cbc8b63ce7ae2e4b4abcfd7274bee7
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Project/Definitions/EnemyAbilities/SplitOnDeathAbility.asset b/Assets/_Project/Definitions/EnemyAbilities/SplitOnDeathAbility.asset
new file mode 100644
index 0000000..6ca1f9e
--- /dev/null
+++ b/Assets/_Project/Definitions/EnemyAbilities/SplitOnDeathAbility.asset
@@ -0,0 +1,20 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
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+ m_Script: {fileID: 11500000, guid: 21543cb1b54f0b16e9c80584f68988b3, type: 3}
+ m_Name: SplitOnDeathAbility
+ m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.EnemyAbilities.SplitOnDeathAbilityDefinition
+ DisplayName: Split on Death
+ Description: The enemy splits when it dies.
+ Weight: 100
+ SplitInto: {fileID: 11400000, guid: a05af37e2256f164d80a66cc2a582466, type: 2}
+ SplitCount: 2
+ ScatterRadius: 0.5
diff --git a/Assets/_Project/Definitions/EnemyAbilities/SplitOnDeathAbility.asset.meta b/Assets/_Project/Definitions/EnemyAbilities/SplitOnDeathAbility.asset.meta
new file mode 100644
index 0000000..fae7041
--- /dev/null
+++ b/Assets/_Project/Definitions/EnemyAbilities/SplitOnDeathAbility.asset.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/_Project/Prefabs/Enemies/Enemy_CrystalGolem_Blue.prefab b/Assets/_Project/Prefabs/Enemies/Enemy_CrystalGolem_Blue.prefab
index 546fd71..b4613dd 100644
--- a/Assets/_Project/Prefabs/Enemies/Enemy_CrystalGolem_Blue.prefab
+++ b/Assets/_Project/Prefabs/Enemies/Enemy_CrystalGolem_Blue.prefab
@@ -17,6 +17,7 @@ GameObject:
- component: {fileID: 3756613737869398948}
- component: {fileID: 6036713598566100742}
- component: {fileID: -1575784752119152190}
+ - component: {fileID: 154042129325690845}
m_Layer: 10
m_Name: Enemy_CrystalGolem_Blue
m_TagString: Untagged
@@ -125,7 +126,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.EnemyHealth
ShowTopMostFoldoutHeaderGroup: 1
- definition: {fileID: 0}
+ definition: {fileID: 11400000, guid: a05af37e2256f164d80a66cc2a582466, type: 2}
deathAnimator: {fileID: 1819643351848917197}
deathAnimationDuration: 1.5
sinkDuration: 1.5
@@ -224,6 +225,19 @@ MonoBehaviour:
volume: 0.75
minPitch: 0.95
maxPitch: 1.05
+--- !u!114 &154042129325690845
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+ m_Script: {fileID: 11500000, guid: 9d1a26a32e8969cd29bce6010126a5f6, type: 3}
+ m_Name:
+ m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.EnemyAbility
+ ShowTopMostFoldoutHeaderGroup: 1
--- !u!1 &5361867751622119598
GameObject:
m_ObjectHideFlags: 0
diff --git a/Assets/_Project/Scenes/Levels/9Player.unity b/Assets/_Project/Scenes/Levels/9Player.unity
index 9a4d028..dd7bef0 100644
--- a/Assets/_Project/Scenes/Levels/9Player.unity
+++ b/Assets/_Project/Scenes/Levels/9Player.unity
@@ -2276,6 +2276,53 @@ Transform:
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!1 &181002639
+GameObject:
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+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ serializedVersion: 6
+ m_Component:
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+ - component: {fileID: 181002640}
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+ m_Name: EnemyAbilityPool
+ m_TagString: Untagged
+ m_Icon: {fileID: 0}
+ m_NavMeshLayer: 0
+ m_StaticEditorFlags: 0
+ m_IsActive: 1
+--- !u!114 &181002640
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+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 181002639}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 4409eb25a8be555de8dc3a73d4ed95db, type: 3}
+ m_Name:
+ m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.EnemyAbilities.EnemyAbilityPool
+ abilities:
+ - {fileID: 11400000, guid: 0305468bc8f912d429a8b20bf23f947c, type: 2}
+ noAbilityWeight: 100
+--- !u!4 &181002641
+Transform:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 181002639}
+ serializedVersion: 2
+ m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
+ m_LocalPosition: {x: 15.94346, y: 0, z: 194.22044}
+ m_LocalScale: {x: 1, y: 1, z: 1}
+ m_ConstrainProportionsScale: 0
+ m_Children: []
+ m_Father: {fileID: 0}
+ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!43 &203092944
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m_ObjectHideFlags: 0
@@ -29189,3 +29236,4 @@ SceneRoots:
- {fileID: 993870445}
- {fileID: 759470735}
- {fileID: 954434161}
+ - {fileID: 181002641}
diff --git a/Assets/_Project/Scripts/Core/EnemyAbilityKind.cs b/Assets/_Project/Scripts/Core/EnemyAbilityKind.cs
new file mode 100644
index 0000000..3bc7bd1
--- /dev/null
+++ b/Assets/_Project/Scripts/Core/EnemyAbilityKind.cs
@@ -0,0 +1,16 @@
+namespace TD.Core
+{
+ ///
+ /// Identifies which enemy ability a
+ /// represents. Mirrors
+ /// — a stable, enum-indexed identifier used by
+ /// instead of an asset reference.
+ ///
+ public enum EnemyAbilityKind : byte
+ {
+ /// No ability rolled. Never a real pool entry — only the sentinel value
+ /// reports before/absent a roll.
+ None = 0,
+ SplitOnDeath = 1,
+ }
+}
diff --git a/Assets/_Project/Scripts/Core/EnemyAbilityKind.cs.meta b/Assets/_Project/Scripts/Core/EnemyAbilityKind.cs.meta
new file mode 100644
index 0000000..18dd995
--- /dev/null
+++ b/Assets/_Project/Scripts/Core/EnemyAbilityKind.cs.meta
@@ -0,0 +1,2 @@
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new file mode 100644
index 0000000..099a1ab
--- /dev/null
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@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 1c918164b61faf1d5af9f782c5237a60
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
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+ assetBundleVariant:
diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs
new file mode 100644
index 0000000..349b0ee
--- /dev/null
+++ b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs
@@ -0,0 +1,55 @@
+// Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs
+using UnityEngine;
+using TD.Core;
+
+namespace TD.Gameplay.EnemyAbilities
+{
+ ///
+ /// Base class for one enemy ability (e.g. "split into smaller enemies on death"). Rolled
+ /// at random for each spawned enemy by and applied
+ /// via .
+ ///
+ ///
+ /// One asset per kind. is fixed per subclass, same as
+ /// . uses
+ /// it to build a fixed-size, enum-indexed lookup table.
+ ///
+ /// Server-only hooks. All three hooks below only ever run on the server —
+ /// only calls them when IsServer is true. and are no-ops for abilities that don't
+ /// need spawn-time setup or a per-frame timer (e.g. Split on Death uses neither); they exist
+ /// so a future cooldown-driven ability (disable towers, teleport) doesn't need a base-class
+ /// change.
+ ///
+ public abstract class EnemyAbilityDefinition : ScriptableObject
+ {
+ /// Which enemy ability this asset's data belongs to.
+ public abstract EnemyAbilityKind Kind { get; }
+
+ [Header("Presentation")]
+ [Tooltip("Name shown in debug logs and future enemy-info UI.")]
+ public string DisplayName;
+
+ [Tooltip("Short description shown in future enemy-info UI.")]
+ [TextArea(2, 4)]
+ public string Description;
+
+ [Header("Selection")]
+ [Tooltip("Relative weight of this ability being rolled, vs. the pool's other abilities " +
+ "and its no-ability chance. Same semantics as DraftOption.Weight.")]
+ [Min(0f)]
+ public float Weight = 1f;
+
+ /// Server-only: called once, right after this ability is assigned (before the
+ /// enemy's NetworkObject is spawned to clients). Default no-op.
+ public virtual void ServerOnSpawn(EnemyAbility instance) { }
+
+ /// Server-only: called every frame this ability is active on a live enemy.
+ /// Default no-op.
+ public virtual void ServerTick(EnemyAbility instance, float dt) { }
+
+ /// Server-only: called the instant the enemy's HP reaches zero, before the
+ /// death animation/despawn sequence plays. Default no-op.
+ public virtual void ServerOnDeath(EnemyAbility instance, EnemyHealth health) { }
+ }
+}
diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs.meta b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs.meta
new file mode 100644
index 0000000..b94f8dd
--- /dev/null
+++ b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 855f7f0848d3086868816d25295fcdd6
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs
new file mode 100644
index 0000000..30fe26c
--- /dev/null
+++ b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs
@@ -0,0 +1,102 @@
+// Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs
+using System;
+using UnityEngine;
+using TD.Core;
+
+namespace TD.Gameplay.EnemyAbilities
+{
+ ///
+ /// Scene singleton holding every available this match,
+ /// authored as a flat array in the inspector for convenience. Internally it builds a
+ /// fixed-size table indexed by so lookups are a single array
+ /// access, not a scan. Mirrors exactly.
+ ///
+ ///
+ /// Plain MonoBehaviour: identical on every peer (same assets), so there is nothing to sync.
+ /// Only the server calls (at enemy spawn time, in
+ /// WaveManager.SpawnEnemy).
+ ///
+ public class EnemyAbilityPool : MonoBehaviour
+ {
+ public static EnemyAbilityPool Instance { get; private set; }
+
+ [Tooltip("Every EnemyAbilityDefinition asset available this match. One entry per " +
+ "EnemyAbilityKind — order doesn't matter, Kind on the asset itself decides " +
+ "its slot.")]
+ [SerializeField] private EnemyAbilityDefinition[] abilities;
+
+ [Tooltip("Relative weight of an enemy rolling no ability at all, vs. the combined " +
+ "weight of every entry in 'abilities'. Higher = abilities are rarer.")]
+ [Min(0f)]
+ [SerializeField] private float noAbilityWeight = 100f;
+
+ // Fixed-size, enum-indexed lookup built once in Awake. Sized to the enum's entry count,
+ // not authored count, so an out-of-range Kind is a compile-time impossibility rather
+ // than a bounds check we'd otherwise need on every Get().
+ private EnemyAbilityDefinition[] byKind;
+
+ private void Awake()
+ {
+ if (Instance != null && Instance != this)
+ {
+ Debug.LogError("[EnemyAbilityPool] Multiple instances detected. Only one per scene.");
+ return;
+ }
+ Instance = this;
+
+ int kindCount = Enum.GetValues(typeof(EnemyAbilityKind)).Length;
+ byKind = new EnemyAbilityDefinition[kindCount];
+ if (abilities == null) return;
+
+ for (int i = 0; i < abilities.Length; i++)
+ {
+ var def = abilities[i];
+ if (def == null) continue;
+ byKind[(int)def.Kind] = def;
+ }
+ }
+
+ private void OnDestroy()
+ {
+ if (Instance == this) Instance = null;
+ }
+
+ /// Returns the ability asset for , or null if none is
+ /// authored in this pool.
+ public EnemyAbilityDefinition Get(EnemyAbilityKind kind)
+ {
+ int i = (int)kind;
+ return (byKind != null && i >= 0 && i < byKind.Length) ? byKind[i] : null;
+ }
+
+ ///
+ /// Server-only: weighted random draw across every authored ability plus the
+ /// no-ability bucket. Returns null when "no ability" is drawn, or when the pool has
+ /// nothing authored.
+ ///
+ public EnemyAbilityDefinition RollRandom()
+ {
+ if (abilities == null || abilities.Length == 0) return null;
+
+ float total = noAbilityWeight;
+ for (int i = 0; i < abilities.Length; i++)
+ if (abilities[i] != null) total += abilities[i].Weight;
+
+ if (total <= 0f) return null;
+
+ float roll = UnityEngine.Random.Range(0f, total);
+ if (roll < noAbilityWeight) return null;
+ roll -= noAbilityWeight;
+
+ for (int i = 0; i < abilities.Length; i++)
+ {
+ var def = abilities[i];
+ if (def == null) continue;
+ if (roll < def.Weight) return def;
+ roll -= def.Weight;
+ }
+
+ return null;
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs.meta b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs.meta
new file mode 100644
index 0000000..a951ada
--- /dev/null
+++ b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 4409eb25a8be555de8dc3a73d4ed95db
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs
new file mode 100644
index 0000000..48bf7c6
--- /dev/null
+++ b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs
@@ -0,0 +1,52 @@
+// Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs
+using UnityEngine;
+using TD.Core;
+
+namespace TD.Gameplay.EnemyAbilities
+{
+ ///
+ /// On death, spawns smaller copies of the dying enemy's own type at
+ /// the corpse's position, continuing on toward the goal instead of restarting from the wave's
+ /// spawner. There's no separate "minion" EnemyDefinition to author — the mini copies reuse
+ /// whichever EnemyDefinition/prefab the dying enemy itself was spawned from, scaled down by
+ /// /.
+ ///
+ [CreateAssetMenu(fileName = "SplitOnDeathAbility", menuName = "TD/Enemy Abilities/Split On Death")]
+ public class SplitOnDeathAbilityDefinition : EnemyAbilityDefinition
+ {
+ public override EnemyAbilityKind Kind => EnemyAbilityKind.SplitOnDeath;
+
+ [Header("Split")]
+ [Tooltip("How many mini copies spawn on death.")]
+ [Min(1)]
+ public int SplitCount = 2;
+
+ [Tooltip("Each mini copy's MaxHp = the dying enemy's own MaxHp * this multiplier.")]
+ [Range(0.01f, 1f)]
+ public float HpMultiplier = 0.5f;
+
+ [Tooltip("Uniform transform scale applied to each mini copy, relative to the normal " +
+ "prefab scale. Requires the enemy prefab's NetworkTransform to sync scale, " +
+ "or the mini will render full-size on remote peers.")]
+ [Range(0.1f, 1f)]
+ public float ScaleMultiplier = 0.6f;
+
+ [Tooltip("Random scatter radius (world units) applied to each split spawn so they don't " +
+ "spawn exactly on top of each other.")]
+ [Min(0f)]
+ public float ScatterRadius = 0.5f;
+
+ public override void ServerOnDeath(EnemyAbility instance, EnemyHealth health)
+ {
+ var def = health.Definition;
+ if (def == null) return;
+
+ var movement = instance.GetComponent();
+ var atTile = GridCoordinates.WorldToGrid(instance.transform.position);
+ var ownerSlot = movement != null ? movement.OriginZone : PlayerSlot.None;
+
+ WaveManager.Instance?.ServerSpawnSplitEnemies(
+ def, SplitCount, atTile, ownerSlot, ScatterRadius, HpMultiplier, ScaleMultiplier);
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs.meta b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs.meta
new file mode 100644
index 0000000..8c2a4f3
--- /dev/null
+++ b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 21543cb1b54f0b16e9c80584f68988b3
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbility.cs b/Assets/_Project/Scripts/Gameplay/EnemyAbility.cs
new file mode 100644
index 0000000..93a577c
--- /dev/null
+++ b/Assets/_Project/Scripts/Gameplay/EnemyAbility.cs
@@ -0,0 +1,87 @@
+// Assets/_Project/Scripts/Gameplay/EnemyAbility.cs
+using Unity.Netcode;
+using UnityEngine;
+using TD.Core;
+using TD.Gameplay.EnemyAbilities;
+
+namespace TD.Gameplay
+{
+ ///
+ /// Per-enemy ability slot. Holds the rolled for this
+ /// instance (if any) and drives its server-only hooks.
+ ///
+ ///
+ /// Initialization: Call on the server immediately after
+ /// Instantiate and before NetworkObject.Spawn(), following the same pattern as
+ /// EnemyHealth.InitializeServer / EnemyMovement.InitializeServer.
+ ///
+ /// Optional component: Not required by EnemyHealth or EnemyMovement —
+ /// WaveManager.SpawnEnemy only rolls and assigns an ability when this component is
+ /// present on the prefab, so existing enemy prefabs are unaffected until it's added to them.
+ ///
+ /// On-death hook is not event-driven: WaveManager.HandleEnemyKilled calls
+ /// directly (via )
+ /// rather than this component subscribing to EnemyHealth.OnDied itself — that keeps a
+ /// split-spawn's activeEnemyCount increment ordered before the triggering kill's
+ /// decrement, regardless of NetworkBehaviour subscription order.
+ ///
+ [RequireComponent(typeof(NetworkObject))]
+ public class EnemyAbility : NetworkBehaviour
+ {
+ private readonly NetworkVariable kind = new NetworkVariable(
+ (byte)EnemyAbilityKind.None,
+ NetworkVariableReadPermission.Everyone,
+ NetworkVariableWritePermission.Server);
+
+ // ----- Pre-spawn init (server-local) ----------------------------------
+
+ private EnemyAbilityDefinition pendingDefinition;
+ private bool hasPendingInit;
+
+ // ----- Public state -----------------------------------------------------
+
+ /// The ability rolled for this enemy, or null if none was rolled.
+ public EnemyAbilityDefinition Definition { get; private set; }
+
+ /// Replicated kind of the rolled ability. if
+ /// none was rolled.
+ public EnemyAbilityKind Kind => (EnemyAbilityKind)kind.Value;
+
+ // ----- Server-only pre-spawn init -------------------------------------
+
+ ///
+ /// Called by WaveManager on the server after Instantiate and before
+ /// NetworkObject.Spawn(). may be null, meaning no
+ /// ability was rolled for this enemy.
+ ///
+ public void InitializeServer(EnemyAbilityDefinition definition)
+ {
+ pendingDefinition = definition;
+ hasPendingInit = true;
+ }
+
+ // ----- NGO lifecycle --------------------------------------------------
+
+ public override void OnNetworkSpawn()
+ {
+ if (!IsServer || !hasPendingInit) return;
+
+ Definition = pendingDefinition;
+ kind.Value = (byte)(Definition != null ? Definition.Kind : EnemyAbilityKind.None);
+ hasPendingInit = false;
+
+ if (Definition != null)
+ Debug.Log($"[EnemyAbility] {name} rolled {Definition.Kind}.");
+
+ Definition?.ServerOnSpawn(this);
+ }
+
+ // ----- Server tick ------------------------------------------------
+
+ private void Update()
+ {
+ if (!IsServer || Definition == null) return;
+ Definition.ServerTick(this, Time.deltaTime);
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbility.cs.meta b/Assets/_Project/Scripts/Gameplay/EnemyAbility.cs.meta
new file mode 100644
index 0000000..3562455
--- /dev/null
+++ b/Assets/_Project/Scripts/Gameplay/EnemyAbility.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 9d1a26a32e8969cd29bce6010126a5f6
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Gameplay/EnemyMovement.cs b/Assets/_Project/Scripts/Gameplay/EnemyMovement.cs
index 96a6e30..7eec0d1 100644
--- a/Assets/_Project/Scripts/Gameplay/EnemyMovement.cs
+++ b/Assets/_Project/Scripts/Gameplay/EnemyMovement.cs
@@ -73,6 +73,11 @@ namespace TD.Gameplay
// the goal). Without this, every zone crossing was counted as a leak; only
// the originating player should be credited a leak per the design.
private PlayerSlot originZone = PlayerSlot.None;
+
+ /// The zone (player) this enemy was originally spawned for — see
+ /// . Used by on-death abilities (e.g. Split on Death) so
+ /// spawned children preserve the same leak attribution as their parent.
+ public PlayerSlot OriginZone => originZone;
// Latches once the enemy has crossed its origin zone's leak volume, so we
// never double-count a leak if the enemy re-enters its origin (rare but
// possible if pathing is dynamic).
diff --git a/Assets/_Project/Scripts/Gameplay/WaveManager.cs b/Assets/_Project/Scripts/Gameplay/WaveManager.cs
index d1d889b..ce61ce2 100644
--- a/Assets/_Project/Scripts/Gameplay/WaveManager.cs
+++ b/Assets/_Project/Scripts/Gameplay/WaveManager.cs
@@ -5,6 +5,7 @@ using UnityEngine;
using TD.Core;
using TD.Gameplay.BuilderEffects;
using TD.Gameplay.Draft;
+using TD.Gameplay.EnemyAbilities;
using TD.Levels;
using TD.UI;
@@ -456,7 +457,8 @@ namespace TD.Gameplay
private void SpawnEnemy(EnemyDefinition def, Vector2Int spawnerTile, PlayerSlot ownerSlot,
float xHalfExtent = 0f, float zHalfExtent = 0f, bool held = false,
- Direction facing = Direction.South)
+ Direction facing = Direction.South, bool canRollAbility = true,
+ float hpMultiplier = 1f, float visualScale = 1f)
{
if (def.EnemyPrefab == null)
{
@@ -490,6 +492,12 @@ namespace TD.Gameplay
spawnPos,
Quaternion.Euler(0f, yaw, 0f));
+ // Scales the whole prefab hierarchy uniformly (used for split-on-death minions).
+ // Relies on the enemy prefab's NetworkTransform syncing scale to clients — verify
+ // that's enabled if a scaled spawn doesn't look smaller on remote peers.
+ if (visualScale != 1f)
+ go.transform.localScale *= visualScale;
+
var health = go.GetComponent();
var movement = go.GetComponent();
@@ -501,8 +509,17 @@ namespace TD.Gameplay
return;
}
- health.InitializeServer(def.MaxHp, def.LivesCost, def.IsFlying, held);
+ health.InitializeServer(def.MaxHp * hpMultiplier, def.LivesCost, def.IsFlying, held);
movement.InitializeServer(def.MoveSpeed, spawnerTile, ownerSlot, def.IsFlying);
+
+ // Optional — only prefabs with an EnemyAbility component roll an ability. See
+ // EnemyAbility's remarks for why on-death abilities aren't event-subscription driven.
+ // canRollAbility is false for split-spawned minions (see ServerSpawnSplitEnemies) so
+ // they can never chain into further splits or pick up any other ability.
+ var ability = go.GetComponent();
+ if (ability != null)
+ ability.InitializeServer(canRollAbility ? EnemyAbilityPool.Instance?.RollRandom() : null);
+
if (held) heldEnemies.Add(health);
health.OnDied += HandleEnemyKilled;
@@ -514,6 +531,29 @@ namespace TD.Gameplay
go.GetComponent().Spawn();
}
+ ///
+ /// Server-only: spawns copies of at
+ /// , continuing that tile's A* path onward rather than
+ /// restarting from a wave spawner. Used by on-death abilities (e.g.
+ /// SplitOnDeathAbilityDefinition) to spawn smaller enemies from a corpse's
+ /// position. Reuses so split children get the same
+ /// activeEnemyCount/event-wiring bookkeeping as any other spawn.
+ ///
+ ///
+ /// Split-spawned minions never roll an ability of their own — they're always plain,
+ /// so a split can't chain into further splits (or any other ability) regardless of
+ /// which EnemyDefinition/prefab is used for .
+ ///
+ public void ServerSpawnSplitEnemies(EnemyDefinition def, int count, Vector2Int atTile,
+ PlayerSlot ownerSlot, float scatterRadius,
+ float hpMultiplier = 1f, float visualScale = 1f)
+ {
+ if (!IsServer) return;
+ for (int i = 0; i < count; i++)
+ SpawnEnemy(def, atTile, ownerSlot, scatterRadius, scatterRadius, canRollAbility: false,
+ hpMultiplier: hpMultiplier, visualScale: visualScale);
+ }
+
// ----- Enemy event handlers (server-only) -------------------------
private void HandleEnemyKilled(EnemyHealth health)
@@ -551,6 +591,13 @@ namespace TD.Gameplay
if (totalReward > 0)
ShowGoldRewardClientRpc(health.transform.position, totalReward);
+ // Resolve any on-death ability BEFORE unsubscribing/decrementing. A split-spawn's
+ // activeEnemyCount++ (inside ServerSpawnSplitEnemies -> SpawnEnemy) must land before
+ // this kill's activeEnemyCount-- below, or a split on a wave's last enemy could let
+ // CheckWaveComplete see activeEnemyCount hit 0 and advance the wave prematurely.
+ var ability = health.GetComponent();
+ ability?.Definition?.ServerOnDeath(ability, health);
+
UnsubscribeEnemy(health);
DecrementAndCheckComplete();
}