Towers are generating projectiles that on hit apply damage or other effect to target.
We reset set the path to null when it's recomputed, otherwise it causes glitches.
Creep system is responsible for disposing the creep.
Tower can only be places if it is not blocking path.
Logging lags the game.
Treasure class encapsulates gold and element values.
Added waves and creep types.
Only working solution for: Tower can only be places if it is not blocking path.
Collection is lazy-initialized.
Tagging each new creep with unique name.
Handles clicks which do not depend on collider attached.
Removing useless debug statement.
Pathfinding works now. The culprit was funnel modifier that in order to find a shortcut he would lay path over unwalkable nodes. Creeps were than unable to find path to exit node => tower could not be places on perfectly legal position.