// Assets/_Project/Scripts/Gameplay/EnemyAbilities/BlinkAbilityDefinition.cs using UnityEngine; using TD.Core; namespace TD.Gameplay.EnemyAbilities { /// /// Every few seconds, the enemy teleports a short distance further along its path — skipping /// tiles, and the towers covering them. /// /// /// Blinks follow the path rather than cutting toward the goal, so the maze still shapes the /// route; the buff shortens time-under-fire rather than bypassing walls. See /// EnemyMovement.ServerBlinkForward. /// /// The cooldown lives in this enemy's own timer slot rather than on the asset. A field /// here would be shared by every enemy carrying the buff, so the whole wave would blink in /// perfect unison — which looks like a bug even when the timing is right. /// [CreateAssetMenu(fileName = "BlinkAbility", menuName = "TD/Enemy Abilities/Blink")] public class BlinkAbilityDefinition : EnemyAbilityDefinition { public override EnemyAbilityKind Kind => EnemyAbilityKind.Blink; [Header("Blink")] [Tooltip("Seconds between blinks.")] [Min(0.1f)] public float IntervalSeconds = 8f; [Tooltip("World units to advance along the path per blink.")] [Min(0.1f)] public float BlinkDistanceMeters = 4f; public override void ServerOnSpawn(EnemyAbility instance, int abilityIndex) { // Seed each enemy's cooldown with a random point within the full interval, as if it // spawned already partway through a cooldown. A small jitter window near zero would // still let a burst of enemies spawned together sync up and blink as a visible cluster // every cycle; spreading across the whole interval avoids that regardless of how // IntervalSeconds is tuned. Done once, here, rather than on the first tick — a tick-time // check would have to distinguish "never started" from "just blinked", and both // states read as a zero timer. instance.TimerFor(abilityIndex) = -Random.Range(0f, IntervalSeconds); } public override void ServerTick(EnemyAbility instance, int abilityIndex, float dt) { ref float timer = ref instance.TimerFor(abilityIndex); timer += dt; if (timer < IntervalSeconds) return; timer = 0f; instance.GetComponent()?.ServerBlinkForward(BlinkDistanceMeters); } } }