// Assets/_Project/Scripts/Gameplay/BuilderSpells/SlowAreaSpellDefinition.cs
using UnityEngine;
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).
/// Reuses the existing slow/DoT system () rather than
/// introducing a new status mechanism.
///
[CreateAssetMenu(fileName = "SlowAreaSpell", menuName = "TD/Builder Spells/Slow Area")]
public class SlowAreaSpellDefinition : BuilderSpellDefinition
{
public override BuilderSpellKind Kind => BuilderSpellKind.SlowArea;
[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 slow lasts. Re-casting on an already-slowed enemy refreshes it.")]
[Min(0f)]
public float EffectDuration = 3f;
public override bool ServerCast(ulong clientId, Vector3 targetPoint)
{
PlayerSlot owner = PlayerMatchState.SlotForClient(clientId);
int count = Physics.OverlapSphereNonAlloc(
targetPoint, Mathf.Max(Radius, 0.01f), s_overlapBuffer, enemyLayerMask);
// TEMP DEBUG — remove once cast resolution is confirmed working.
Debug.Log($"[SlowAreaSpellDefinition] ServerCast at {targetPoint}, radius " +
$"{Mathf.Max(Radius, 0.01f):0.##}, found {count} colliders.");
for (int i = 0; i < count; i++)
{
var c = s_overlapBuffer[i];
Debug.Log($" hit[{i}]: '{c.name}' layer={LayerMask.LayerToName(c.gameObject.layer)} " +
$"hasEnemyHealth={c.GetComponent() != null}");
}
bool hitAny = false;
for (int i = 0; i < count; i++)
{
var enemyHealth = s_overlapBuffer[i].GetComponent();
if (enemyHealth == null || enemyHealth.IsDead) continue;
var enemyStatus = s_overlapBuffer[i].GetComponent();
if (enemyStatus == null) continue;
enemyStatus.ApplyEffect(DamageType.Cold, SlowFactor, EffectDuration, owner);
hitAny = true;
}
return hitAny;
}
}
}