
Changes:
ENEMIES:
Added 3 new enemy types:
Dasher periodically winds up, displays a red warning line, then rapidly dashes toward the player.
Exploder chases the player, stops within range, grows/pulses during a wind-up, then explodes and damages the player and nearby enemies.
Lurker hides and becomes untargetable, moves closer while invisible, then fades in, fires a projectile, and disappears again.
Added unique behaviour/state machines for each new enemy type.
Added enemy-specific visual and audio feedback, including dash warnings, explosion effects, lurker fade effects, hit sounds, death sounds, and attack cues.
Changed the enemy system to support multiple specialized enemy behaviours while retaining shared health, damage, knockback, drops, audio, and death systems.
Dynamic Enemy Spawner
Added a completely new Dynamic Enemy Spawner system.
Added phase-based enemy spawning, allowing the game to progressively introduce different enemy combinations as gameplay time increases.
Added 3 enemy slots per phase, with each slot containing a Variant A and Variant B prefab.
Added seeded enemy selection so each run generates a fixed A/B combination for every phase.
Added run seed display showing the generated seed and phase combinations, such as P1:ABB P2:BAA P3:AAB.
Added support for unlimited, Inspector-defined phases.
Added gameplay-time-based phase progression, meaning phase timers pause during boss fights.
Added configurable enemy spawn intervals with randomized timing jitter to make spawning less predictable.
Added configurable enemies-per-spawn settings.
Added a global enemy limit and individual per-phase active-enemy limits.
Added two spawn shapes:
Random enemies spawn at a randomized direction around the player.
Ring enemies spawn evenly around the player in a circular formation.
Added round-robin enemy selection so the spawner cycles through the phase's three resolved enemy types instead of repeatedly choosing the same type.
Added automatic skipping of enemy slots with missing/invalid prefabs.
Added automatic enemy clearing when a boss encounter begins.
Added boss scheduling based on gameplay time.
Added support for multiple bosses, with only one boss active at a time.
Added automatic boss audio transitions, fading the normal music out and boss music in, then restoring the main music after the boss is defeated.
Added boss intro camera support through CameraFollow.
Changed enemy spawning from a traditional/static approach to a dynamic, phase-driven system that controls enemy composition, spawn rate, positioning, limits, and boss progression.
Changed boss timing to use gameplay time, preventing the phase/boss clock from progressing while a boss is active.
Bug Fixes:
Fixed a bug where a debug log text element was not hidden
Fixed a bug where System Software Cursor sware.cs would hide cursor and not show again after a round with controller
Fixed a bug where the quit button was not working in new update menu