using UnityEngine; namespace TD.Towers { /// /// Data definition for a single tower type. One asset per tower type; shared across all /// instances of that tower in a match. Consumed by tower placement, construction, and /// (eventually) combat systems. /// /// /// TowerDefinitions are authored as ScriptableObject assets and referenced by /// (tower roster) and (which /// definition this placed tower corresponds to). Clients load the full asset locally /// from the project's ScriptableObject pool; only the asset reference (not the full data) /// is replicated over the network. /// /// Fields marked STUBBED are defined here to lock in the data shape but are not yet /// consumed by any runtime system. They will be wired in during the sessions noted. /// [CreateAssetMenu(fileName = "TowerDefinition", menuName = "TD/Tower Definition", order = 2)] public class TowerDefinition : ScriptableObject { // ------------------------------------------------------------------- // Identity // ------------------------------------------------------------------- [Header("Identity")] [Tooltip("Human-readable name shown in the HUD tower grid and context panel.")] public string DisplayName; [Tooltip("Short description shown in the HUD context panel when this tower is selected.")] [TextArea(2, 4)] public string Description; // ------------------------------------------------------------------- // Placement // ------------------------------------------------------------------- [Header("Placement")] [Tooltip("Footprint size in tiles. Default 2×2. The anchor tile is the south-west corner " + "of the footprint (minimum x, minimum y). Every tile in the footprint must be " + "Buildable and owned by the placing player for placement to succeed.")] public Vector2Int FootprintSize = new Vector2Int(2, 2); [Tooltip("Gold cost to place this tower. Deducted from the placing player's pool on " + "successful server-side placement validation.")] public int GoldCost; // ------------------------------------------------------------------- // Construction // ------------------------------------------------------------------- [Header("Construction")] [Tooltip("STUBBED — not consumed until Path D (Builder system). " + "Time in seconds from construction start to tower becoming active. " + "A Builder must be within build range for construction to proceed. " + "Set to 0 for instant construction (placeholder behaviour during Path B testing).")] public float BuildTime = 0f; // ------------------------------------------------------------------- // Visuals // ------------------------------------------------------------------- [Header("Visuals")] [Tooltip("Prefab instantiated in the world when this tower is placed. Must have a " + "TowerInstance component at its root. During Path B this is a colored cube; " + "replace with a real mesh when art is available.")] public GameObject TowerPrefab; // ------------------------------------------------------------------- // Combat — STUBBED // ------------------------------------------------------------------- [Header("Combat (Stubbed — not consumed until combat system is implemented)")] [Tooltip("STUBBED. Damage dealt per hit to a single target.")] public float Damage; [Tooltip("STUBBED. Attack range in world units. Enemies within this radius are targetable.")] public float Range; [Tooltip("STUBBED. Attacks per second.")] public float FireRate; [Tooltip("STUBBED. Radius of splash damage around the impact point. 0 = single target.")] public float SplashRadius; [Tooltip("STUBBED. Fraction by which enemy movement speed is multiplied on hit. " + "1.0 = no slow. 0.5 = 50% slow.")] [Range(0f, 1f)] public float SlowFactor = 1f; [Tooltip("STUBBED. Projectile prefab fired at targets. Null = hitscan (instant hit, no " + "projectile travel).")] public GameObject ProjectilePrefab; } }