// Assets/_Project/Scripts/Gameplay/WaveDefinition.cs using System; using UnityEngine; namespace TD.Gameplay { /// /// A single spawn group within a wave: one enemy type and how many of them. /// [Serializable] public struct WaveEntry { [Tooltip("The enemy type to spawn for this group.")] public EnemyDefinition EnemyType; [Tooltip("How many enemies of this type to spawn.")] public int Count; } /// /// Defines the composition of a single wave. One asset per wave; referenced in /// order by . /// /// /// Entries are processed in array order. Multiple entries let designers mix enemy /// types within one wave (e.g. 10 fast scouts followed by 3 armoured brutes). /// All enemies spawn held at wave start; they are released in 10% chunks separated /// by seconds. The wave is not complete until all /// enemies are dead or have leaked. /// [CreateAssetMenu(fileName = "WaveDefinition", menuName = "TD/Wave Definition", order = 4)] public class WaveDefinition : ScriptableObject { [Tooltip("Seconds between the wave-number advancing (start of prep) and the " + "first enemies becoming visible. Gives players time to build before the horde appears.")] public float PrepTime = 10f; [Tooltip("Seconds between each chunk release. All enemies spawn held at wave " + "start and are released 10% at a time on this interval.")] public float ReleaseInterval = 2f; [Tooltip("Enemy groups that make up this wave. Processed in order.")] public WaveEntry[] Entries; } }