using System.Collections.Generic; using UnityEngine; public class Tower : MonoBehaviour { public static Tower Instance; public GameObject bulletPrefab; public int damage = 1; public float fireRate = 1f; public float attackRange = 5f; public float splashRadius = 1.15f; public float splashDamageMultiplier = 0.45f; public float shellDamageMultiplier = 1f; public float projectileSpeedMultiplier = 1f; public float explosionKnockback = 0.18f; public float shrapnelEdgeDamageMultiplier; public int fragmentCount; public float burningGroundDuration; public float concussiveSlowMultiplier = 1f; public float concussiveSlowDuration; public float craterDuration; public float craterSlowMultiplier = 1f; public float chainDetonationMultiplier; public int siegeShellStacks; public float directHitDamageMultiplier = 1f; public float doubleChargeChance; public int siegePlatformStacks; public float executionDamageMultiplier; public float finisherDamageMultiplier; public bool smartTargeting; public float delayedFuseSeconds; public float delayedFuseRadiusMultiplier = 1f; public float volatileSecondaryExplosionMultiplier; public bool glassCannonDesign; public bool apocalypseRound; private float nextFireTime; private GameObject currentTarget; private int shotsFired; private float cooldownUntil; private bool cannonBaselineApplied; public int extraBullets = 0; // For "Shoot +1 bullet" public bool homingEnabled = false; public bool ricochetEnabled = false; public bool pierceEnabled = false; void Awake() { ApplyCannonBaseline(); } void Start() { ApplyCannonBaseline(); } void Update() { if (Time.time < cooldownUntil) return; if (Time.time >= nextFireTime) { RetargetAndFire(); nextFireTime = Time.time + fireRate; } } void ApplyCannonBaseline() { if (cannonBaselineApplied) return; fireRate *= 1.1f; cannonBaselineApplied = true; } void RetargetAndFire() { currentTarget = GetNearestEnemy(); if (currentTarget != null) { FireAtTarget(currentTarget); } } void FireAtTarget(GameObject target) { shotsFired++; FireShell(target, BuildShellStats()); if (Random.value < doubleChargeChance) FireShell(target, BuildShellStats()); if (glassCannonDesign && shotsFired % 10 == 0) cooldownUntil = Time.time + 1.75f; } void FireShell(GameObject target, Bullet.ShellStats stats) { GameObject bullet = Instantiate(bulletPrefab, transform.position, Quaternion.identity); Bullet shell = bullet.GetComponent(); shell.Configure(stats); shell.SetTarget(target); } Bullet.ShellStats BuildShellStats() { bool siegeShot = siegeShellStacks > 0 && shotsFired % Mathf.Max(2, 6 - siegeShellStacks) == 0; bool apocalypseShot = apocalypseRound && shotsFired % 20 == 0; float damageBonus = shellDamageMultiplier; if (siegePlatformStacks > 0 && Time.time >= cooldownUntil) damageBonus *= 1f + 0.35f * siegePlatformStacks; Bullet.ShellStats stats = new Bullet.ShellStats { directDamage = Mathf.Max(1, Mathf.RoundToInt(damage * damageBonus)), directHitDamageMultiplier = directHitDamageMultiplier, splashRadius = splashRadius * delayedFuseRadiusMultiplier, splashDamageMultiplier = splashDamageMultiplier, speedMultiplier = projectileSpeedMultiplier, knockback = explosionKnockback, shrapnelEdgeDamageMultiplier = shrapnelEdgeDamageMultiplier, fragmentCount = fragmentCount, burningGroundDuration = burningGroundDuration, concussiveSlowMultiplier = concussiveSlowMultiplier, concussiveSlowDuration = concussiveSlowDuration, craterDuration = craterDuration, craterSlowMultiplier = craterSlowMultiplier, chainDetonationMultiplier = chainDetonationMultiplier, executionDamageMultiplier = executionDamageMultiplier, finisherDamageMultiplier = finisherDamageMultiplier, delayedFuseSeconds = delayedFuseSeconds, volatileSecondaryExplosionMultiplier = volatileSecondaryExplosionMultiplier, }; if (siegeShot) { stats.directDamage = Mathf.RoundToInt(stats.directDamage * 1.8f); stats.splashRadius *= 1.6f; } if (apocalypseShot) { stats.directDamage = Mathf.RoundToInt(stats.directDamage * 4f); stats.splashRadius *= 3.2f; stats.splashDamageMultiplier = Mathf.Max(stats.splashDamageMultiplier, 0.8f); } return stats; } GameObject GetNearestEnemy() { float minDist = float.MaxValue; GameObject nearestEnemy = null; foreach (GameObject enemy in GameObject.FindGameObjectsWithTag("Enemy")) { float dist = Vector2.Distance(transform.position, enemy.transform.position); if (dist < minDist && dist <= attackRange) { minDist = dist; nearestEnemy = enemy; } } return nearestEnemy; } public void OnEnemyDestroyed() { RetargetAndFire(); } }