UnityTowerDefense/Assets/_Project/Scripts/Gameplay/EnemyDefinition.cs

50 lines
2.2 KiB
C#

// Assets/_Project/Scripts/Gameplay/EnemyDefinition.cs
using UnityEngine;
namespace TD.Gameplay
{
/// <summary>
/// Data definition for a single enemy type. One asset per type; shared across all
/// instances spawned in a match. Consumed by <see cref="WaveManager"/> at spawn time.
/// </summary>
/// <remarks>
/// Follows the same ScriptableObject pattern as <c>TowerDefinition</c>: data lives
/// in project assets, only the asset reference (or its fields) crosses runtime code.
/// Replace <see cref="EnemyPrefab"/> with a real mesh/animator when art is ready —
/// no code changes required.
/// </remarks>
[CreateAssetMenu(fileName = "EnemyDefinition", menuName = "TD/Enemy Definition", order = 3)]
public class EnemyDefinition : ScriptableObject
{
[Header("Identity")]
[Tooltip("Human-readable name shown in debug logs and future enemy-info UI.")]
public string DisplayName;
[Header("Stats")]
[Tooltip("Maximum hit points for this enemy type.")]
public float MaxHp = 100f;
[Tooltip("Movement speed in world units per second along the A* path.")]
public float MoveSpeed = 3f;
[Tooltip("When true this enemy flies over tower footprints. " +
"Towers with GroundedOnly=true will not target it. " +
"Flying enemies follow the same A* path but are not physically " +
"blocked by tower colliders (handled in EnemyMovement).")]
public bool IsFlying;
[Header("Rewards / Costs")]
[Tooltip("Gold awarded to the player whose tower lands the killing blow.")]
public int GoldReward = 10;
[Tooltip("Number of lives deducted from the shared pool when this enemy " +
"reaches the Goal. Boss enemies might cost 2 or more lives.")]
public int LivesCost = 1;
[Header("Visuals")]
[Tooltip("Prefab spawned in the world for this enemy. Must have NetworkObject, " +
"NetworkTransform, EnemyHealth, EnemyStatus, and EnemyMovement at its root. " +
"Place it on the Enemy physics layer.")]
public GameObject EnemyPrefab;
}
}