// 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.
///
/// Lookup only — no rolling. This pool used to draw a random ability per spawned
/// enemy against a "no ability" weight. Under the 2.0 design abilities are chosen by the
/// players' post-wave vote and apply to every enemy in the wave, so the draw moved to
/// WaveVote (over cards, not abilities) and this is purely the kind→asset table
/// WaveManager resolves against at spawn time.
///
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;
// 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;
}
}
}