Fixed
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using UnityEngine;
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[CreateAssetMenu(
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fileName = "MapEnemyBalance",
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menuName = "Map Radar/Enemy Balance Config")]
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public sealed class MapEnemyBalanceConfig : ScriptableObject
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{
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[Header("Wave")]
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[SerializeField, Min(0)] private int targetsPerWave = 5;
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[SerializeField, Min(0.02f)] private float simulationStep = 0.1f;
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[Header("Spawn")]
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[SerializeField, Range(0f, MapCoordinateSystem.CoordinateMaximum)]
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private float minimumSpawnDistanceFromBase = 5f;
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[SerializeField, Range(1, 128)] private int spawnPositionAttempts = 32;
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[Header("Global Balance Multipliers")]
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[SerializeField, Min(0f)] private float movementSpeedMultiplier = 0.5f;
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[SerializeField, Min(0f)] private float attackDelayMultiplier = 1.5f;
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[SerializeField, Min(0.01f)] private float healthMultiplier = 1f;
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[SerializeField, Min(0f)] private float baseDamageMultiplier = 1f;
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public int TargetsPerWave => Mathf.Max(0, targetsPerWave);
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public float SimulationStep => Mathf.Max(0.02f, simulationStep);
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public float MinimumSpawnDistanceFromBase => Mathf.Clamp(
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minimumSpawnDistanceFromBase,
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0f,
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MapCoordinateSystem.CoordinateMaximum);
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public int SpawnPositionAttempts => Mathf.Clamp(spawnPositionAttempts, 1, 128);
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public float MovementSpeedMultiplier => Mathf.Max(0f, movementSpeedMultiplier);
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public float AttackDelayMultiplier => Mathf.Max(0f, attackDelayMultiplier);
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public float HealthMultiplier => Mathf.Max(0.01f, healthMultiplier);
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public float BaseDamageMultiplier => Mathf.Max(0f, baseDamageMultiplier);
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public float GetMovementSpeed(TargetConfig target) =>
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target != null ? target.MovementSpeed * MovementSpeedMultiplier : 0f;
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public float GetAttackDelay(TargetConfig target) =>
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target != null ? target.TimeBeforeAttack * AttackDelayMultiplier : 0f;
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public int GetHealth(TargetConfig target) => target != null
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? Mathf.Max(1, Mathf.RoundToInt(target.Health * HealthMultiplier))
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: 1;
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public int GetBaseDamage(TargetConfig target) => target != null
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? Mathf.Max(0, Mathf.RoundToInt(target.BaseDamage * BaseDamageMultiplier))
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: 1;
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private void OnValidate()
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{
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targetsPerWave = Mathf.Max(0, targetsPerWave);
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simulationStep = Mathf.Max(0.02f, simulationStep);
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minimumSpawnDistanceFromBase = Mathf.Clamp(
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minimumSpawnDistanceFromBase,
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0f,
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MapCoordinateSystem.CoordinateMaximum);
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spawnPositionAttempts = Mathf.Clamp(spawnPositionAttempts, 1, 128);
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movementSpeedMultiplier = Mathf.Max(0f, movementSpeedMultiplier);
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attackDelayMultiplier = Mathf.Max(0f, attackDelayMultiplier);
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healthMultiplier = Mathf.Max(0.01f, healthMultiplier);
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baseDamageMultiplier = Mathf.Max(0f, baseDamageMultiplier);
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}
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}
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