56 lines
2.5 KiB
C#
56 lines
2.5 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 = 8f;
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[Tooltip("World units to advance along the path per blink.")]
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[Min(0.1f)]
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public float BlinkDistanceMeters = 4f;
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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 random point within the full interval, as if it
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// spawned already partway through a cooldown. A small jitter window near zero would
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// still let a burst of enemies spawned together sync up and blink as a visible cluster
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// every cycle; spreading across the whole interval avoids that regardless of how
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// IntervalSeconds is tuned. 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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instance.TimerFor(abilityIndex) = -Random.Range(0f, IntervalSeconds);
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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(BlinkDistanceMeters);
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}
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}
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}
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