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>
60 lines
2.6 KiB
C#
60 lines
2.6 KiB
C#
// Assets/_Project/Scripts/Gameplay/EnemyAbilities/BlinkAbilityDefinition.cs
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using UnityEngine;
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using TD.Core;
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namespace TD.Gameplay.EnemyAbilities
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{
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/// <summary>
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/// Every few seconds, the enemy teleports a short distance further along its path — skipping
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/// tiles, and the towers covering them.
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/// </summary>
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/// <remarks>
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/// Blinks follow the path rather than cutting toward the goal, so the maze still shapes the
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/// route; the buff shortens time-under-fire rather than bypassing walls. See
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/// <c>EnemyMovement.ServerBlinkForward</c>.
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///
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/// <para>The cooldown lives in this enemy's own timer slot rather than on the asset. A field
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/// here would be shared by every enemy carrying the buff, so the whole wave would blink in
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/// perfect unison — which looks like a bug even when the timing is right.</para>
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/// </remarks>
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[CreateAssetMenu(fileName = "BlinkAbility", menuName = "TD/Enemy Abilities/Blink")]
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public class BlinkAbilityDefinition : EnemyAbilityDefinition
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{
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public override EnemyAbilityKind Kind => EnemyAbilityKind.Blink;
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[Header("Blink")]
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[Tooltip("Seconds between blinks.")]
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[Min(0.1f)]
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public float IntervalSeconds = 4f;
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[Tooltip("How many path waypoints to skip per blink. Note that path smoothing can make " +
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"one waypoint span several tiles, so this is a coarser dial than it looks.")]
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[Min(1)]
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public int BlinkWaypoints = 2;
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[Tooltip("Random spread (seconds) added to each enemy's first blink so a wave doesn't " +
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"blink in one synchronized block. Applied once, at spawn.")]
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[Min(0f)]
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public float StartJitterSeconds = 1.5f;
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public override void ServerOnSpawn(EnemyAbility instance, int abilityIndex)
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{
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// Seed each enemy's cooldown with a different negative offset so the wave's first
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// blink is staggered. Done once, here, rather than on the first tick — a tick-time
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// check would have to distinguish "never started" from "just blinked", and both
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// states read as a zero timer.
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if (StartJitterSeconds > 0f)
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instance.TimerFor(abilityIndex) = -Random.Range(0f, StartJitterSeconds);
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}
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public override void ServerTick(EnemyAbility instance, int abilityIndex, float dt)
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{
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ref float timer = ref instance.TimerFor(abilityIndex);
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timer += dt;
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if (timer < IntervalSeconds) return;
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timer = 0f;
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instance.GetComponent<EnemyMovement>()?.ServerBlinkForward(BlinkWaypoints);
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}
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}
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}
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