// Assets/_Project/Scripts/Gameplay/WaveDefinition.cs
using System;
using UnityEngine;
namespace TD.Gameplay
{
///
/// A single spawn group within a wave: one enemy type and how many of them.
///
[Serializable]
public struct WaveEntry
{
[Tooltip("The enemy type to spawn for this group.")]
public EnemyDefinition EnemyType;
[Tooltip("How many enemies of this type to spawn.")]
public int Count;
}
///
/// Defines the composition of a single wave. One asset per wave; referenced in
/// order by .
///
///
/// Entries are processed in array order. Multiple entries let designers mix enemy
/// types within one wave (e.g. 10 fast scouts followed by 3 armoured brutes).
/// All enemies spawn held at wave start; they are released in 10% chunks separated
/// by seconds. The wave is not complete until all
/// enemies are dead or have leaked.
///
[CreateAssetMenu(fileName = "WaveDefinition", menuName = "TD/Wave Definition", order = 4)]
public class WaveDefinition : ScriptableObject
{
[Tooltip("Seconds between the wave-number advancing (start of prep) and the " +
"first enemies becoming visible. Gives players time to build before the horde appears.")]
public float PrepTime = 10f;
[Tooltip("Seconds between each chunk release. All enemies spawn held at wave " +
"start and are released 10% at a time on this interval.")]
public float ReleaseInterval = 2f;
[Tooltip("Enemy groups that make up this wave. Processed in order.")]
public WaveEntry[] Entries;
///
/// The enemy type this wave is "about" — the first assigned entry's type. Null if the
/// wave has no usable entries.
///
///
/// The 2.0 design gives each wave a single enemy type, and enemy upgrades are keyed to a
/// wave slot, so this is the identity the phase draw uses to keep slots distinct and the
/// HUD uses to label an upcoming wave. still supports multiple
/// groups (useful for staggering counts of the same type), but mixing types within
/// one wave makes this ambiguous — see .
///
public EnemyDefinition PrimaryEnemyType
{
get
{
if (Entries == null) return null;
foreach (var e in Entries)
{
if (e.EnemyType != null && e.Count > 0) return e.EnemyType;
}
return null;
}
}
///
/// True if every usable entry in this wave spawns the same enemy type. False means
/// is only telling part of the story — the run validator
/// warns on these rather than rejecting them, since a mixed wave still plays fine, it
/// just labels and upgrades oddly.
///
public bool HasSingleEnemyType
{
get
{
var first = PrimaryEnemyType;
if (first == null) return false;
foreach (var e in Entries)
{
if (e.EnemyType != null && e.Count > 0 && e.EnemyType != first) return false;
}
return true;
}
}
/// Total enemies spawned per zone by this wave, across all entries.
///
/// Also the divisor for the encounter's health budget — see
/// . That makes count a texture
/// knob rather than a difficulty one: a wave of 8 spawns eight tanks, a wave of 150 spawns
/// a fragile swarm, and both present the same total health for their slot in the run.
///
public int TotalEnemyCount
{
get
{
if (Entries == null) return 0;
int total = 0;
foreach (var e in Entries)
{
if (e.EnemyType != null && e.Count > 0) total += e.Count;
}
return total;
}
}
}
}