UnityTowerDefense/Assets/_Project/Scripts/Core
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
..
BuilderEffectKind.cs new builder option per draft - first one is gold per kill 2026-07-07 22:55:35 -07:00
BuilderEffectKind.cs.meta new builder option per draft - first one is gold per kill 2026-07-07 22:55:35 -07:00
BuilderSpellKind.cs slow area upgrade test 2026-07-25 23:22:11 -07:00
BuilderSpellKind.cs.meta draft options working; spells won't cast though 2026-07-14 20:56:50 -07:00
EnemyAbilityKind.cs First pass at full refactor to 2.0 design 2026-07-30 17:45:11 -07:00
EnemyAbilityKind.cs.meta first pass at enemy upgrades 2026-07-28 20:59:43 -07:00
Enums.cs First pass at full refactor to 2.0 design 2026-07-30 17:45:11 -07:00
Enums.cs.meta Adding big batch of structural code provided by Claude to start designing levels 2026-04-27 22:55:23 -07:00
GridCoordinates.cs Adding 9 Player level 2026-05-21 23:36:19 -07:00
GridCoordinates.cs.meta Adding Grid Coordinates System, and a testScript 2026-04-26 12:36:42 -07:00
MatchRules.cs First pass at full refactor to 2.0 design 2026-07-30 17:45:11 -07:00
MatchRules.cs.meta First pass at full refactor to 2.0 design 2026-07-30 17:45:11 -07:00
NewBrush.brush Adding a ton of materials and textures, and adding terrain! 2026-05-26 23:59:57 -07:00
NewBrush.brush.meta Adding a ton of materials and textures, and adding terrain! 2026-05-26 23:59:57 -07:00
PaintColors.cs Paint towers with some the colors of the wind 2026-06-03 00:00:14 -07:00
PaintColors.cs.meta Paint towers with some the colors of the wind 2026-06-03 00:00:14 -07:00
PlayerColors.cs Minimap! 2026-05-10 22:26:55 -07:00
PlayerColors.cs.meta Adding big batch of structural code provided by Claude to start designing levels 2026-04-27 22:55:23 -07:00
PoolWeightAttribute.cs First pass at full refactor to 2.0 design 2026-07-30 17:45:11 -07:00
PoolWeightAttribute.cs.meta First pass at full refactor to 2.0 design 2026-07-30 17:45:11 -07:00
SpellTargetType.cs draft options working; spells won't cast though 2026-07-14 20:56:50 -07:00
SpellTargetType.cs.meta draft options working; spells won't cast though 2026-07-14 20:56:50 -07:00