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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 deleted file mode 100644 index 18dd995..0000000 --- a/Assets/_Project/Scripts/Core/EnemyAbilityKind.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: ec52a6b404fed65dfa48a63b5535373d \ No newline at end of file diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbilities.meta b/Assets/_Project/Scripts/Gameplay/EnemyAbilities.meta deleted file mode 100644 index 099a1ab..0000000 --- a/Assets/_Project/Scripts/Gameplay/EnemyAbilities.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 1c918164b61faf1d5af9f782c5237a60 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs b/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs deleted file mode 100644 index 349b0ee..0000000 --- a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs +++ /dev/null @@ -1,55 +0,0 @@ -// 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 deleted file mode 100644 index b94f8dd..0000000 --- a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityDefinition.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -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 deleted file mode 100644 index 30fe26c..0000000 --- a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs +++ /dev/null @@ -1,102 +0,0 @@ -// 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 deleted file mode 100644 index a951ada..0000000 --- a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/EnemyAbilityPool.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -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 deleted file mode 100644 index 48bf7c6..0000000 --- a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs +++ /dev/null @@ -1,52 +0,0 @@ -// 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 deleted file mode 100644 index 8c2a4f3..0000000 --- a/Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -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 deleted file mode 100644 index 93a577c..0000000 --- a/Assets/_Project/Scripts/Gameplay/EnemyAbility.cs +++ /dev/null @@ -1,87 +0,0 @@ -// 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 deleted file mode 100644 index 3562455..0000000 --- a/Assets/_Project/Scripts/Gameplay/EnemyAbility.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -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 7eec0d1..96a6e30 100644 --- a/Assets/_Project/Scripts/Gameplay/EnemyMovement.cs +++ b/Assets/_Project/Scripts/Gameplay/EnemyMovement.cs @@ -73,11 +73,6 @@ 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 ce61ce2..d1d889b 100644 --- a/Assets/_Project/Scripts/Gameplay/WaveManager.cs +++ b/Assets/_Project/Scripts/Gameplay/WaveManager.cs @@ -5,7 +5,6 @@ using UnityEngine; using TD.Core; using TD.Gameplay.BuilderEffects; using TD.Gameplay.Draft; -using TD.Gameplay.EnemyAbilities; using TD.Levels; using TD.UI; @@ -457,8 +456,7 @@ 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, bool canRollAbility = true, - float hpMultiplier = 1f, float visualScale = 1f) + Direction facing = Direction.South) { if (def.EnemyPrefab == null) { @@ -492,12 +490,6 @@ 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(); @@ -509,17 +501,8 @@ namespace TD.Gameplay return; } - health.InitializeServer(def.MaxHp * hpMultiplier, def.LivesCost, def.IsFlying, held); + health.InitializeServer(def.MaxHp, 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; @@ -531,29 +514,6 @@ 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) @@ -591,13 +551,6 @@ 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(); }