// 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;
}
}