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