diff --git a/Assets/_Project/Definitions/BuilderSpells/FireballSpell.asset b/Assets/_Project/Definitions/BuilderSpells/FireballSpell.asset
index e713412..b63d958 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: 15
+ Cooldown: 1
TargetType: 0
Radius: 5
enemyLayerMask:
diff --git a/Assets/_Project/Definitions/EnemyAbilities.meta b/Assets/_Project/Definitions/EnemyAbilities.meta
deleted file mode 100644
index d927cf3..0000000
--- a/Assets/_Project/Definitions/EnemyAbilities.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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-folderAsset: yes
-DefaultImporter:
- externalObjects: {}
- userData:
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diff --git a/Assets/_Project/Definitions/EnemyAbilities/SplitOnDeathAbility.asset b/Assets/_Project/Definitions/EnemyAbilities/SplitOnDeathAbility.asset
deleted file mode 100644
index 6ca1f9e..0000000
--- a/Assets/_Project/Definitions/EnemyAbilities/SplitOnDeathAbility.asset
+++ /dev/null
@@ -1,20 +0,0 @@
-%YAML 1.1
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- 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
deleted file mode 100644
index fae7041..0000000
--- a/Assets/_Project/Definitions/EnemyAbilities/SplitOnDeathAbility.asset.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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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 b4613dd..546fd71 100644
--- a/Assets/_Project/Prefabs/Enemies/Enemy_CrystalGolem_Blue.prefab
+++ b/Assets/_Project/Prefabs/Enemies/Enemy_CrystalGolem_Blue.prefab
@@ -17,7 +17,6 @@ GameObject:
- component: {fileID: 3756613737869398948}
- component: {fileID: 6036713598566100742}
- component: {fileID: -1575784752119152190}
- - component: {fileID: 154042129325690845}
m_Layer: 10
m_Name: Enemy_CrystalGolem_Blue
m_TagString: Untagged
@@ -126,7 +125,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.EnemyHealth
ShowTopMostFoldoutHeaderGroup: 1
- definition: {fileID: 11400000, guid: a05af37e2256f164d80a66cc2a582466, type: 2}
+ definition: {fileID: 0}
deathAnimator: {fileID: 1819643351848917197}
deathAnimationDuration: 1.5
sinkDuration: 1.5
@@ -225,19 +224,6 @@ MonoBehaviour:
volume: 0.75
minPitch: 0.95
maxPitch: 1.05
---- !u!114 &154042129325690845
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- 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 dd7bef0..9a4d028 100644
--- a/Assets/_Project/Scenes/Levels/9Player.unity
+++ b/Assets/_Project/Scenes/Levels/9Player.unity
@@ -2276,53 +2276,6 @@ Transform:
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
---- !u!1 &181002639
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- 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
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- m_IsActive: 1
---- !u!114 &181002640
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- 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}
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- m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
- m_LocalPosition: {x: 15.94346, y: 0, z: 194.22044}
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- m_Children: []
- m_Father: {fileID: 0}
- m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!43 &203092944
Mesh:
m_ObjectHideFlags: 0
@@ -29236,4 +29189,3 @@ 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
deleted file mode 100644
index 3bc7bd1..0000000
--- a/Assets/_Project/Scripts/Core/EnemyAbilityKind.cs
+++ /dev/null
@@ -1,16 +0,0 @@
-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
deleted file mode 100644
index 18dd995..0000000
--- a/Assets/_Project/Scripts/Core/EnemyAbilityKind.cs.meta
+++ /dev/null
@@ -1,2 +0,0 @@
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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 @@
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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();
}