UnityTowerDefense/Assets/_Project/Scripts
Matt F 4892d7253d First pass at full refactor to 2.0 design
Restructures the game around the cyclical run loop from Game Design Doc V2:
5 waves = a cycle, 3 cycles = a phase, each phase ends in a boss.

- New TD.Gameplay.Waves: WaveGroup / PhaseDefinition / RunDefinition author the
  run as draggable weighted pools; RunState owns phase/cycle position, the drawn
  wave slots, and the per-slot enemy buff sets. WaveManager's flat wave array is
  gone -- it now only runs the encounter RunState points at.
- New TD.Gameplay.EnemyUpgrades: the post-wave enemy-buff vote, with public
  live-replicated ballots so the HUD can show who voted for what.
- Inter-wave flow is now strictly sequential: draft -> vote -> build, each stage
  ending early once every player has acted.
- Enemy abilities inverted from per-instance random rolls to deterministic,
  stacking per-wave-slot sets. Six cards ship: Split (reworked), Flight, Blink,
  No Bounty, Gold Theft, Double Up.
- Tower upgrades are a two-step tree: a draft pick unlocks a node, gold converts
  an already-placed tower in place.
- Boss encounters flag their enemies and drive a boss HP bar.
- Player cap reduced to 3 via MatchRules.MaxPlayers.
- GoldConfig is now keyed by global encounter number rather than wave index.

Compiles clean; NOT yet verified in-engine. Editor wiring still required --
see Docs/2.0_Setup_Checklist.md.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 17:45:11 -07:00
..
Audio Add settings menu to control audio and return to main menu 2026-07-28 22:02:28 -07:00
Combat remove deprecated buff system 2026-07-21 21:20:30 -07:00
Core First pass at full refactor to 2.0 design 2026-07-30 17:45:11 -07:00
Dev First pass at full refactor to 2.0 design 2026-07-30 17:45:11 -07:00
Editor First pass at full refactor to 2.0 design 2026-07-30 17:45:11 -07:00
Gameplay First pass at full refactor to 2.0 design 2026-07-30 17:45:11 -07:00
Net Comitting lobby code without testing. 2026-05-15 14:30:15 -07:00
Towers Add tower Sell action with refund + coin VFX/SFX 2026-07-14 20:05:06 -07:00
UI First pass at full refactor to 2.0 design 2026-07-30 17:45:11 -07:00
VFX Merge branch 'fireball-vfx' 2026-07-16 20:26:31 -07:00
Visuals Fix cone make it look nice 2026-06-23 23:12:50 -07:00
Audio.meta unified audio manager that limits the number of simultaneous sounds in certain categories 2026-06-30 20:12:03 -07:00
Combat.meta Adding major combat changes and features 2026-05-12 21:31:10 -07:00
Core.meta Reorganizing Project Folder Structure 2026-04-23 21:24:23 -07:00
Dev.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
Editor.meta Adding big batch of structural code provided by Claude to start designing levels 2026-04-27 22:55:23 -07:00
Gameplay.meta Reorganizing Project Folder Structure 2026-04-23 21:24:23 -07:00
Net.meta Comitting lobby code without testing. 2026-05-15 14:30:15 -07:00
Networking.meta Reorganizing Project Folder Structure 2026-04-23 21:24:23 -07:00
Towers.meta Adding tons of new functionality 2026-05-04 00:01:30 -07:00
UI.meta Reorganizing Project Folder Structure 2026-04-23 21:24:23 -07:00
VFX.meta Adding VFX package, cleaning up texture on terrain slightly, and adding new build FX asset for orbital drop visuals. 2026-06-30 22:22:58 -07:00
Visuals.meta Replace square with cone for Basic Arrow Tower. 2026-06-23 23:12:32 -07:00