namespace TD.Core { /// /// Identifies which enemy ability a /// represents. Mirrors /// — a stable, enum-indexed identifier used by /// instead of an asset reference. /// public enum EnemyAbilityKind : byte { /// Sentinel for "no ability". Never a real pool entry. None = 0, /// Dies into several smaller, faster copies of itself. SplitOnDeath = 1, /// Grounded enemies take to the air, ignoring the maze entirely. Flight = 2, /// Teleports a short distance further along its path on a timer. Blink = 3, /// Grants no kill bounty. NoBounty = 4, /// Steals gold from the player whose zone it escaped, on top of the life cost. GoldTheft = 5, } }