// Assets/_Project/Scripts/Gameplay/BuilderSpells/SlowAreaSpellDefinition.cs
using UnityEngine;
using TD.Audio;
using TD.Core;
namespace TD.Gameplay.BuilderSpells
{
///
/// Builder spell #2 — slow every enemy within an area for a duration.
///
///
/// is
/// — the cast controller previews as a decal
/// while aiming, and this spell resolves against that same radius (no separate field).
///
/// Zone, not a snapshot. spawns a that keeps re-checking the area for
/// seconds, so only enemies currently standing inside the radius are ever slowed — walking
/// out drops the slow almost immediately. Always succeeds and starts the cooldown, even if
/// no enemy is in the radius at the moment of cast, since the zone can still catch one later.
///
///
[CreateAssetMenu(fileName = "SlowAreaSpell", menuName = "TD/Builder Spells/Slow Area")]
public class SlowAreaSpellDefinition : BuilderSpellDefinition
{
public override BuilderSpellKind Kind => BuilderSpellKind.SlowArea;
[Header("Area VFX")]
[Tooltip("Prefab spawned at the target point on a successful cast, authored at a 1-unit " +
"radius — scaled up to match Radius here. Lives for EffectDuration, matching " +
"how long the slow itself lasts. Optional — leave empty for no visual.")]
[SerializeField] private GameObject areaVfxPrefab;
[Tooltip("Sound played on every peer when this spell resolves successfully.")]
[SerializeField] private SoundConfig areaSound;
[Header("Slow Area")]
[Tooltip("Speed multiplier applied to affected enemies for EffectDuration " +
"(e.g. 0.5 = half speed).")]
[Range(0f, 1f)]
public float SlowFactor = 0.5f;
[Tooltip("Seconds the zone itself persists. Enemies are only slowed while standing " +
"inside it — walking out drops the slow almost immediately.")]
[Min(0f)]
public float EffectDuration = 3f;
public override bool ServerCast(ulong clientId, Vector3 targetPoint)
{
PlayerSlot owner = PlayerMatchState.SlotForClient(clientId);
var zoneObject = new GameObject("SlowZone (server)");
zoneObject.AddComponent().Initialize(
targetPoint, Mathf.Max(Radius, 0.01f), SlowFactor, EffectDuration,
enemyLayerMask, owner);
// Always succeeds — placing the zone starts the cooldown even if no enemy is
// standing in it yet, since it keeps slowing whoever walks in for EffectDuration.
return true;
}
public override void ClientSpawnVfx(Vector3 targetPoint)
{
if (areaVfxPrefab != null)
{
var instance = Instantiate(areaVfxPrefab, targetPoint, Quaternion.identity);
instance.transform.localScale *= Mathf.Max(Radius, 0.01f);
Destroy(instance, EffectDuration);
}
}
public override void ClientPlayImpact(Vector3 targetPoint)
{
// Instant spell (ImpactDelay = 0), so this fires on cast alongside ClientSpawnVfx.
if (areaSound.clip != null)
AudioManager.Instance?.Play(areaSound.clip, AudioCategory.Combat,
areaSound.RandomPitch(), areaSound.volume);
}
}
}