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feat(tower): add tower prefab and core runtime #158

@f1cklepickle

Description

@f1cklepickle

Why

  • Barrier tower construction needs a real tower object with clean runtime ownership before build options can stay modular.
  • The first tower should establish reusable structure for stats/state, health, and future variation without coupling targeting and attack logic into one script.

Proposed Change

  • Add a tower prefab with core runtime components and serialized references.
  • Include tower identity, basic stats/state, and a health field/component for future ranged-enemy interactions.
  • Keep targeting and attack execution delegated to separate components.

Acceptance Criteria

  • A reusable tower prefab exists and can be spawned into the scene.
  • Tower runtime exposes health/state cleanly without requiring targeting or attack logic to live in the same component.

Testing / Validation

  • Manual:
    • Spawn the tower prefab in a test scene and verify it initializes correctly with expected references/state.
  • Automated:
    • EditMode: Tower prefab/runtime contract tests
    • PlayMode: Basic tower spawn smoke test

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    featureNew feature or requestgameplayAnything affecting the core loop (combat, waves, health).prefabAdding/updating prefabs.testingWork specifically related to adding or fixing test setups

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