// Assets/_Project/Scripts/Gameplay/BuilderEffects/BuilderEffectDefinition.cs
using UnityEngine;
using TD.Core;
namespace TD.Gameplay.BuilderEffects
{
///
/// Base class for one builder effect — a passive perk that applies to every tower a
/// player's Builder constructs (e.g. "kills yield bonus gold"). Granted via the draft
/// () and tracked per-player by
/// .
///
///
/// One asset per kind. is fixed per subclass (each concrete
/// type overrides it to its own ), so there's no way to
/// mis-tag an asset in the inspector. uses it to build a
/// fixed-size, enum-indexed lookup table — no scanning to resolve a kind to its data.
///
/// No shared "Apply" contract. Concrete subclasses (e.g.
/// ) carry whatever payload they need. Effects with
/// different application shapes — a simple value read at an existing game-event hook vs.
/// behavior that needs its own component on the tower — are still just subclasses; consumers
/// query the concrete type they care about directly (see
/// ).
///
public abstract class BuilderEffectDefinition : ScriptableObject
{
/// Which builder effect this asset's data belongs to.
public abstract BuilderEffectKind Kind { get; }
[Tooltip("Name shown wherever a player's active builder effects are listed.")]
public string DisplayName;
}
}