// Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs using UnityEngine; using TD.Core; namespace TD.Gameplay.EnemyAbilities { /// /// On death, spawns copies of at the corpse's /// position, continuing on toward the goal instead of restarting from the wave's spawner. /// [CreateAssetMenu(fileName = "SplitOnDeathAbility", menuName = "TD/Enemy Abilities/Split On Death")] public class SplitOnDeathAbilityDefinition : EnemyAbilityDefinition { public override EnemyAbilityKind Kind => EnemyAbilityKind.SplitOnDeath; [Header("Split")] [Tooltip("Smaller enemy type spawned when this enemy dies.")] public EnemyDefinition SplitInto; [Tooltip("How many copies of SplitInto spawn on death.")] [Min(1)] public int SplitCount = 2; [Tooltip("Random scatter radius (world units) applied to each split spawn so they don't " + "spawn exactly on top of each other.")] [Min(0f)] public float ScatterRadius = 0.5f; public override void ServerOnDeath(EnemyAbility instance, EnemyHealth health) { if (SplitInto == null) return; var movement = instance.GetComponent(); var atTile = GridCoordinates.WorldToGrid(instance.transform.position); var ownerSlot = movement != null ? movement.OriginZone : PlayerSlot.None; WaveManager.Instance?.ServerSpawnSplitEnemies(SplitInto, SplitCount, atTile, ownerSlot, ScatterRadius); } } }