UnityTowerDefense/Assets
Matt F 16706a1ecf Scale difficulty by run position; wipe towers at phase end
Follow-up pass on the 2.0 refactor, closing the gap between "waves are drawn
at random" and "difficulty still lives in the enemy assets".

- Enemy health is no longer authored per enemy type. New EnemyScalingConfig
  scales a per-zone HP *budget* by encounter number; per-enemy health is that
  budget divided by the wave's enemy count. Scaling the total rather than the
  per-enemy value keeps enemy count a texture knob (few tanks vs many swarmers)
  instead of a second, uncontrolled difficulty axis. EnemyDefinition.MaxHp
  becomes HpMultiplier, a deviation around 1.0. Speed stays archetype-only and
  unscaled -- escalating it compounds with health and invalidates tower balance
  mid-run.
- GoldConfig entries no longer reference a WaveDefinition. Payout is a property
  of run position, not of which wave got drawn: WaveGoldEntry ->
  EncounterGoldEntry, Waves -> Encounters, keyed by global encounter number.
  Its inspector labels elements "Encounter N" and projects cumulative earnings.
- The wave's voted buffs now show as icon badges in the top bar, read from the
  same RunState slot the spawn path uses so the display can't drift from what
  the enemies actually carry. Hover names the buff; unillustrated cards fall
  back to a lettered badge rather than vanishing.
- Clearing a phase's boss destroys every built tower, unrefunded. Queued build
  jobs still refund -- those towers were never delivered. Runs with the field
  empty, so the walkability churn doesn't hit the re-path scheduler.
- Fixed an RPC codegen break: [ClientRpc] requires a ClientRpc suffix, unlike
  the newer [Rpc(SendTo...)] style this file doesn't use.
- Setup checklist reordered into dependency order; it previously asked for a
  RunDefinition two sections before creating one.

Also carries the editor-side asset reorganisation into Definitions/RunDefinitions
and the sprite move into Enemy/Player draft icon folders.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 00:32:33 -07:00
..
_Project Scale difficulty by run position; wipe towers at phase end 2026-07-31 00:32:33 -07:00
NHance Committing FBX changes 2026-06-16 21:39:55 -07:00
Settings Adding a ton of materials and textures, and adding terrain! 2026-05-26 23:59:57 -07:00
Stylized Terrain Textures Adding a ton of materials and textures, and adding terrain! 2026-05-26 23:59:57 -07:00
TextMesh Pro Adding Text Mesh Pro, new enemies, new enemy waves, new HUD functionality, New animators, a retry function, and floating text for gold earned and lives lost. 2026-05-13 17:39:16 -07:00
UI Toolkit Adding HUD! 2026-05-08 21:40:15 -07:00
_Project.meta Reorganizing Project Folder Structure 2026-04-23 21:24:23 -07:00
_Recovery.meta Rename firerate > attacks per second 2026-06-30 20:36:13 -07:00
DefaultNetworkPrefabs.asset remove old building effect vestiges 2026-07-03 14:18:01 -07:00
DefaultNetworkPrefabs.asset.meta Reorganizing Project Folder Structure 2026-04-23 21:24:23 -07:00
NHance.meta Removing huge package for characters, removing unused Mixamo folder, and submitting changes to 9Player level and new wave definition 2026-06-02 23:14:41 -07:00
Settings.meta Reorganizing Project Folder Structure 2026-04-23 21:24:23 -07:00
Stylized Terrain Textures.meta Adding a ton of materials and textures, and adding terrain! 2026-05-26 23:59:57 -07:00
TextMesh Pro.meta Adding Text Mesh Pro, new enemies, new enemy waves, new HUD functionality, New animators, a retry function, and floating text for gold earned and lives lost. 2026-05-13 17:39:16 -07:00
UI Toolkit.meta Adding HUD! 2026-05-08 21:40:15 -07:00
UserChoices.choices Adding a ton of materials and textures, and adding terrain! 2026-05-26 23:59:57 -07:00
UserChoices.choices.meta Adding a ton of materials and textures, and adding terrain! 2026-05-26 23:59:57 -07:00