// 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; } }