UnityTowerDefense/Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs

40 lines
1.6 KiB
C#

// Assets/_Project/Scripts/Gameplay/EnemyAbilities/SplitOnDeathAbilityDefinition.cs
using UnityEngine;
using TD.Core;
namespace TD.Gameplay.EnemyAbilities
{
/// <summary>
/// On death, spawns <see cref="SplitCount"/> copies of <see cref="SplitInto"/> at the corpse's
/// position, continuing on toward the goal instead of restarting from the wave's spawner.
/// </summary>
[CreateAssetMenu(fileName = "SplitOnDeathAbility", menuName = "TD/Enemy Abilities/Split On Death")]
public class SplitOnDeathAbilityDefinition : EnemyAbilityDefinition
{
public override EnemyAbilityKind Kind => EnemyAbilityKind.SplitOnDeath;
[Header("Split")]
[Tooltip("Smaller enemy type spawned when this enemy dies.")]
public EnemyDefinition SplitInto;
[Tooltip("How many copies of SplitInto spawn on death.")]
[Min(1)]
public int SplitCount = 2;
[Tooltip("Random scatter radius (world units) applied to each split spawn so they don't " +
"spawn exactly on top of each other.")]
[Min(0f)]
public float ScatterRadius = 0.5f;
public override void ServerOnDeath(EnemyAbility instance, EnemyHealth health)
{
if (SplitInto == null) return;
var movement = instance.GetComponent<EnemyMovement>();
var atTile = GridCoordinates.WorldToGrid(instance.transform.position);
var ownerSlot = movement != null ? movement.OriginZone : PlayerSlot.None;
WaveManager.Instance?.ServerSpawnSplitEnemies(SplitInto, SplitCount, atTile, ownerSlot, ScatterRadius);
}
}
}