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No commits in common. "a26d0acbfb0ce55732a1e41a56879fc795d848f3" and "db9c828e63c3c26392c9c86e6f43ebf7c3b94a43" have entirely different histories.

13 changed files with 3 additions and 116 deletions

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@ -25,7 +25,7 @@ MonoBehaviour:
areaSound:
clip: {fileID: 8300000, guid: 038ff3eab9aa0034bac26ccb648ef2a1, type: 3}
volume: 0.632
minPitch: 1.04
minPitch: 1.14
maxPitch: 0.96
SlowFactor: 0.5
EffectDuration: 8

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@ -1,31 +0,0 @@
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m_Name: SlowAreaUpgradedSpell
m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.BuilderSpells.SlowAreaUpgradedSpellDefinition
DisplayName: Slow Area II
Description: Upgraded Slow Area. Slows for 50% longer.
Icon: {fileID: 0}
Cooldown: 10
TargetType: 1
Radius: 5
enemyLayerMask:
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minPitch: 1.04
maxPitch: 0.96
SlowFactor: 0.5
EffectDuration: 12

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@ -1,20 +0,0 @@
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m_Name: Draft_BuilderSpellOption_SlowAreaUpgrade
m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.Draft.BuilderSpellUpgradeDraftOption
DisplayName: Slow Area II
Description: Slows enemies in the area for 50% longer than the default slow area.
Icon: {fileID: 0}
Weight: 1
BaseKind: 1
UpgradedKind: 2

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@ -13428,7 +13428,6 @@ MonoBehaviour:
spells:
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@ -28787,7 +28786,6 @@ MonoBehaviour:
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@ -11,6 +11,5 @@ namespace TD.Core
{
Fireball = 0,
SlowArea = 1,
SlowAreaUpgraded = 2,
}
}

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@ -1,21 +0,0 @@
// Assets/_Project/Scripts/Gameplay/BuilderSpells/SlowAreaUpgradedSpellDefinition.cs
using TD.Core;
using UnityEngine;
namespace TD.Gameplay.BuilderSpells
{
/// <summary>
/// Draft upgrade for <see cref="SlowAreaSpellDefinition"/> — identical behavior, just a
/// distinct <see cref="BuilderSpellKind"/> so <see
/// cref="TD.Gameplay.Draft.BuilderSpellUpgradeDraftOption"/> can replace the base spell
/// with this one in the player's loadout. All fields (SlowFactor, EffectDuration, etc.)
/// are inherited; author this asset with a longer EffectDuration than the base spell.
/// </summary>
[CreateAssetMenu(fileName = "SlowAreaUpgradedSpell",
menuName = "TD/Builder Spells/Slow Area (Upgraded)")]
public class SlowAreaUpgradedSpellDefinition : SlowAreaSpellDefinition
{
public override BuilderSpellKind Kind => BuilderSpellKind.SlowAreaUpgraded;
}
}

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@ -1,2 +0,0 @@
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@ -1,2 +0,0 @@
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@ -15,9 +15,7 @@ namespace TD.Gameplay.Draft
/// <see cref="PlayerSpellLoadout"/> and <see cref="BuilderSpellPool"/> already key off of.
/// <see cref="IsValidFor"/> also checks slot capacity — once
/// <see cref="PlayerSpellLoadout.MaxSpellSlots"/> is reached, no further spell options are
/// offered. Gates on <see cref="PlayerSpellLoadout.PlayerHasEverGranted"/> rather than
/// current possession, so a base spell already upgraded past (see
/// <see cref="BuilderSpellUpgradeDraftOption"/>) is never re-offered.
/// offered.
/// </remarks>
[CreateAssetMenu(fileName = "BuilderSpellOption", menuName = "TD/Draft/Builder Spell Option")]
public class BuilderSpellDraftOption : DraftOption
@ -31,7 +29,7 @@ namespace TD.Gameplay.Draft
var loadout = PlayerSpellLoadout.GetForClient(clientId);
if (loadout == null) return false;
if (loadout.SlotCount >= PlayerSpellLoadout.MaxSpellSlots) return false;
return !loadout.PlayerHasEverGranted(Kind);
return !loadout.PlayerHasSpell(Kind);
}
public override bool ServerApply(ulong clientId)

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@ -1,2 +0,0 @@
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@ -60,10 +60,6 @@ namespace TD.Gameplay
private readonly NetworkList<SpellSlot> spells = new NetworkList<SpellSlot>();
// Every kind ever granted this match, including ones since upgraded away. Unlike
// `spells`, entries here are never removed — see PlayerHasEverGranted.
private readonly NetworkList<byte> everGrantedKinds = new NetworkList<byte>();
/// <summary>Fired on every peer when a spell is granted or a cooldown changes.</summary>
public event System.Action OnLoadoutChanged;
@ -104,14 +100,6 @@ namespace TD.Gameplay
public BuilderSpellKind? GetKind(int slot)
=> (slot >= 0 && slot < spells.Count) ? spells[slot].Kind : (BuilderSpellKind?)null;
/// <summary>
/// True if this player has ever been granted the given spell this match, whether or
/// not it's still occupying a slot (e.g. it may have since been upgraded away). Used
/// by <see cref="TD.Gameplay.Draft.BuilderSpellDraftOption"/> so a base spell already
/// upgraded past is never re-offered.
/// </summary>
public bool PlayerHasEverGranted(BuilderSpellKind kind) => everGrantedKinds.Contains((byte)kind);
/// <summary>True if <paramref name="slot"/> is out of range, empty, or still cooling down.</summary>
public bool IsSlotOnCooldown(int slot)
{
@ -148,7 +136,6 @@ namespace TD.Gameplay
if (PlayerHasSpell(kind)) return false;
spells.Add(SpellSlot.CreateReady(kind));
if (!everGrantedKinds.Contains((byte)kind)) everGrantedKinds.Add((byte)kind);
return true;
}
@ -168,7 +155,6 @@ namespace TD.Gameplay
if (spells[i].Kind == oldKind)
{
spells[i] = SpellSlot.CreateReady(newKind);
if (!everGrantedKinds.Contains((byte)newKind)) everGrantedKinds.Add((byte)newKind);
return true;
}
}