diff --git a/Assets/_Project/Scripts/Gameplay/PlayerGoldManager.cs b/Assets/_Project/Scripts/Gameplay/PlayerGoldManager.cs
index 1cb3170..4cbd3a4 100644
--- a/Assets/_Project/Scripts/Gameplay/PlayerGoldManager.cs
+++ b/Assets/_Project/Scripts/Gameplay/PlayerGoldManager.cs
@@ -143,11 +143,17 @@ namespace TD.Gameplay
///
/// Server-side entry point for awarding gold (wave clear, enemy kill).
/// Direct call — not Rpc-wrapped — because awards always originate
- /// from server-authoritative game events. Also increments
- /// so the HUD's per-wave counter reflects
- /// it; spending does not decrement that counter (it tracks earnings, not balance).
+ /// from server-authoritative game events. When
+ /// is true (the default) it also increments so the
+ /// HUD's per-wave counter reflects it; spending does not decrement that counter (it
+ /// tracks earnings, not balance).
///
- public void AwardGold(int amount)
+ ///
+ /// Pass false for gold returned to the player that isn't income — e.g. a tower-sell
+ /// refund. The player's balance still rises, but the per-wave "earned" counter does not,
+ /// so refunds don't inflate round-income stats.
+ ///
+ public void AwardGold(int amount, bool countAsEarned = true)
{
if (!IsServer)
{
@@ -158,7 +164,7 @@ namespace TD.Gameplay
if (amount <= 0) return;
currentGold.Value += amount;
- goldEarnedThisWave.Value += amount;
+ if (countAsEarned) goldEarnedThisWave.Value += amount;
}
///
diff --git a/Assets/_Project/Scripts/Gameplay/TowerInstance.cs b/Assets/_Project/Scripts/Gameplay/TowerInstance.cs
index 519ff04..1b01a4a 100644
--- a/Assets/_Project/Scripts/Gameplay/TowerInstance.cs
+++ b/Assets/_Project/Scripts/Gameplay/TowerInstance.cs
@@ -105,6 +105,24 @@ namespace TD.Gameplay
readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server);
+ // Total gold sunk into this tower: its placement cost plus any gold later spent
+ // upgrading it. Set on the server at spawn (= placement cost) and grown by the
+ // (future) upgrade system via ServerAddUpgradeInvestment. Replicated so the HUD's
+ // Sell button can preview the exact refund without a server round-trip.
+ private readonly NetworkVariable goldInvested =
+ new NetworkVariable(
+ 0,
+ readPerm: NetworkVariableReadPermission.Everyone,
+ writePerm: NetworkVariableWritePermission.Server);
+
+ // Number of upgrades applied to this tower. 0 = never upgraded. Drives the Wall's
+ // "full refund only while un-upgraded" rule and will back tier display later.
+ private readonly NetworkVariable upgradeCount =
+ new NetworkVariable(
+ 0,
+ readPerm: NetworkVariableReadPermission.Everyone,
+ writePerm: NetworkVariableWritePermission.Server);
+
// ----- Local resolved state -------------------------------------------
// Resolved on every client in OnNetworkSpawn from definitionTypeId via the catalog.
@@ -144,6 +162,12 @@ namespace TD.Gameplay
/// The footprint anchor tile (SW corner, world-tile coords).
public Vector2Int AnchorTile => anchorTile.Value;
+ /// Total gold sunk into this tower so far (placement + upgrades).
+ public int GoldInvested => goldInvested.Value;
+
+ /// How many upgrades have been applied to this tower (0 = never upgraded).
+ public int UpgradeCount => upgradeCount.Value;
+
/// World-unit height the post-construction drop animation falls from.
public float DropHeight => dropHeight;
@@ -254,6 +278,11 @@ namespace TD.Gameplay
anchorTile.Value = pendingAnchor;
ownerSlot.Value = pendingOwner;
+ // Seed invested gold with the placement cost — the same amount
+ // TowerPlacementManager deducted to build this tower. The upgrade system
+ // grows this later via ServerAddUpgradeInvestment.
+ goldInvested.Value = pendingDefinition != null ? pendingDefinition.GoldCost : 0;
+
// Clear the pending data — it's now committed to NetworkVariables.
hasPendingInit = false;
}
@@ -345,6 +374,84 @@ namespace TD.Gameplay
// Re-tint on every client (and the server) when the replicated paint color changes.
private void HandlePaintColorChanged(PaintColor previous, PaintColor current) => ApplyTint();
+ // ----- Selling --------------------------------------------------------
+
+ // Server-only guard: a fast double-click could deliver two sell RPCs before the
+ // despawn propagates. Mirrors BuildSiteVisual.serverCancelled.
+ private bool serverSold;
+
+ ///
+ /// Gold returned if this tower is sold right now. Single source of truth for both
+ /// the server (which awards it) and the HUD (which labels the Sell button). By
+ /// default this is of everything
+ /// invested; a tower flagged
+ /// (the Wall) returns the full amount while it has never been upgraded.
+ ///
+ public int ComputeSellRefund()
+ {
+ int invested = goldInvested.Value;
+ if (resolvedDefinition == null)
+ return Mathf.RoundToInt(invested * 0.75f);
+
+ if (resolvedDefinition.FullRefundIfUnupgraded && upgradeCount.Value == 0)
+ return invested;
+
+ return Mathf.RoundToInt(invested * resolvedDefinition.SellRefundPercent);
+ }
+
+ ///
+ /// Server-only: records gold spent upgrading this tower (so a later sell refunds a
+ /// share of it) and marks the tower upgraded — which forfeits any
+ /// full-refund-while-unupgraded rule. The upgrade system calls this when it lands.
+ ///
+ public void ServerAddUpgradeInvestment(int cost)
+ {
+ if (!IsServer) return;
+ if (cost > 0) goldInvested.Value += cost;
+ upgradeCount.Value += 1;
+ }
+
+ ///
+ /// Client → server request to sell this tower. Accepted only from the tower's owner
+ /// (same ownership rule as placement and paint). The server refunds gold, broadcasts
+ /// the sell VFX/SFX from a persistent object, then despawns the tower —
+ /// restores the footprint's grid state and clears
+ /// selection on every peer.
+ ///
+ [Rpc(SendTo.Server)]
+ public void RequestSellServerRpc(RpcParams rpcParams = default)
+ {
+ if (!IsServer) return;
+ if (serverSold) return; // idempotent guard against a double-click
+
+ ulong senderClientId = rpcParams.Receive.SenderClientId;
+ PlayerSlot senderSlot = PlayerMatchState.SlotForClient(senderClientId);
+ if (senderSlot == PlayerSlot.None || senderSlot != ownerSlot.Value)
+ {
+ Debug.Log($"[TowerInstance] Sell rejected: client {senderClientId} " +
+ $"({senderSlot}) does not own tower owned by {ownerSlot.Value}.");
+ return;
+ }
+
+ serverSold = true;
+
+ int refund = ComputeSellRefund();
+ var goldManager = PlayerGoldManager.GetForClient(senderClientId);
+ if (goldManager != null && refund > 0)
+ // countAsEarned: false — a sell refund returns spent gold, it is not round
+ // income, so it must not inflate the per-wave "earned" counter.
+ goldManager.AwardGold(refund, countAsEarned: false);
+
+ // Broadcast VFX/SFX from the persistent placement manager, capturing the world
+ // position NOW — this NetworkObject despawns below, so it can't carry the RPC to
+ // remote peers itself (same reason WaveManager routes kill/leak popups).
+ var pm = TowerPlacementManager.Instance;
+ if (pm != null) pm.BroadcastSellEffect(transform.position);
+
+ if (NetworkObject != null && NetworkObject.IsSpawned)
+ NetworkObject.Despawn(destroy: true);
+ }
+
// ----- IMinimapEntity -------------------------------------------------
//
// Towers are static, so WorldPosition is cheap (no movement to track). Color reflects
diff --git a/Assets/_Project/Scripts/Gameplay/TowerPlacementManager.cs b/Assets/_Project/Scripts/Gameplay/TowerPlacementManager.cs
index 7c4662d..92b349d 100644
--- a/Assets/_Project/Scripts/Gameplay/TowerPlacementManager.cs
+++ b/Assets/_Project/Scripts/Gameplay/TowerPlacementManager.cs
@@ -5,6 +5,7 @@ using UnityEngine;
using TD.Core;
using TD.Levels;
using TD.Towers;
+using TD.VFX;
namespace TD.Gameplay
{
@@ -350,6 +351,26 @@ namespace TD.Gameplay
$"client {req.SenderClientId} ({placingSlot}) at anchor {req.Anchor}.");
}
+ // ----- Sell effects (persistent broadcaster) ----------------------
+
+ ///
+ /// Server-only: tells every peer to play the tower-sold VFX/SFX at
+ /// . Called by as it sells,
+ /// because the tower's own NetworkObject despawns the same frame — a persistent
+ /// object must carry the broadcast so it isn't dropped.
+ ///
+ public void BroadcastSellEffect(Vector3 worldPos)
+ {
+ if (!IsServer) return;
+ PlaySellEffectRpc(worldPos);
+ }
+
+ [Rpc(SendTo.Everyone)]
+ private void PlaySellEffectRpc(Vector3 worldPos)
+ {
+ SellEffectSpawner.Instance?.Play(worldPos);
+ }
+
// ----- Server-side commit hooks called by Builder ------------------
///
diff --git a/Assets/_Project/Scripts/Towers/TowerDefinition.cs b/Assets/_Project/Scripts/Towers/TowerDefinition.cs
index 3ce1632..8163490 100644
--- a/Assets/_Project/Scripts/Towers/TowerDefinition.cs
+++ b/Assets/_Project/Scripts/Towers/TowerDefinition.cs
@@ -47,6 +47,22 @@ namespace TD.Towers
"successful server-side placement validation.")]
public int GoldCost;
+ // -------------------------------------------------------------------
+ // Selling
+ // -------------------------------------------------------------------
+
+ [Header("Selling")]
+ [Tooltip("Portion of the gold INVESTED in this tower (placement cost plus any gold " +
+ "later spent upgrading it) that is refunded when it is sold, as a 0–1 factor. " +
+ "Default 0.75 = 75%.")]
+ [Range(0f, 1f)]
+ public float SellRefundPercent = 0.75f;
+
+ [Tooltip("When true, this tower refunds 100% of its invested gold while it has never " +
+ "been upgraded (upgradeCount == 0); once upgraded it falls back to " +
+ "SellRefundPercent. Set on the Wall so a fresh wall can be re-mazed for free.")]
+ public bool FullRefundIfUnupgraded = false;
+
// -------------------------------------------------------------------
// Construction
// -------------------------------------------------------------------
diff --git a/Assets/_Project/Scripts/UI/HUDController.cs b/Assets/_Project/Scripts/UI/HUDController.cs
index 96f50ec..f581be9 100644
--- a/Assets/_Project/Scripts/UI/HUDController.cs
+++ b/Assets/_Project/Scripts/UI/HUDController.cs
@@ -1178,19 +1178,30 @@ namespace TD.UI
return btn;
}
+ // Sell action for a completed tower. Refund is computed on the TowerInstance (single
+ // source of truth shared with the server) so the badge shows exactly what the player
+ // gets back. Hotkey is Key.None: the bottom-right slot's letter (B) is already the
+ // global buff-menu toggle — see CreateBuffMenuButton — so binding it here would fire
+ // both. The button stays click-only.
private VisualElement CreateSellButton(TowerInstance tower, Key hotkey)
{
- int sellValue = tower.Definition != null
- ? Mathf.RoundToInt(tower.Definition.GoldCost * 0.7f)
- : 0;
+ // Only the tower's owner can sell it (the server enforces this too). A non-owner
+ // may have this tower view-selected — show the slot disabled with no refund badge
+ // so the action reads as unavailable rather than misleading.
+ bool ownedByLocal = tower != null
+ && PlayerMatchState.Local != null
+ && tower.Owner == PlayerMatchState.Local.Slot;
+
+ int sellValue = ownedByLocal ? tower.ComputeSellRefund() : 0;
var btn = CreateActionButton(
costText: sellValue > 0 ? $"+{sellValue}g" : "",
- hotkey: hotkey,
+ hotkey: Key.None,
onClick: () =>
{
- /* TODO: sell flow */
+ if (tower != null)
+ tower.RequestSellServerRpc();
});
- btn.SetEnabled(false);
+ btn.SetEnabled(ownedByLocal);
return btn;
}
@@ -1437,7 +1448,11 @@ namespace TD.UI
ttStats.text = "(stats pending)";
}
- int sellValue = Mathf.RoundToInt(def.GoldCost * 0.7f);
+ // Sell preview for a freshly placed (un-upgraded) tower: mirrors
+ // TowerInstance.ComputeSellRefund for invested == GoldCost, upgradeCount == 0.
+ int sellValue = def.FullRefundIfUnupgraded
+ ? def.GoldCost
+ : Mathf.RoundToInt(def.GoldCost * def.SellRefundPercent);
ttCost.text = $"Cost: {def.GoldCost}g · Sell: {sellValue}g";
}
diff --git a/Assets/_Project/Scripts/VFX/CoinBurstVfx.cs b/Assets/_Project/Scripts/VFX/CoinBurstVfx.cs
new file mode 100644
index 0000000..e9d71eb
--- /dev/null
+++ b/Assets/_Project/Scripts/VFX/CoinBurstVfx.cs
@@ -0,0 +1,101 @@
+// Assets/_Project/Scripts/VFX/CoinBurstVfx.cs
+using UnityEngine;
+
+namespace TD.VFX
+{
+ ///
+ /// Self-contained, code-configured gold-coin burst used as the zero-art placeholder for the
+ /// tower-sell effect. Configures its own for a short radial
+ /// spray of gold specks thrown up in random arcs under gravity, then destroys itself.
+ ///
+ ///
+ /// Instantiated at runtime by when no authored VFX prefab is
+ /// assigned. It can also be dropped on a prefab in the editor and tuned. Replace with an
+ /// authored particle / VFX-graph prefab (assigned on the spawner) when art is ready — nothing
+ /// else needs to change.
+ ///
+ [RequireComponent(typeof(ParticleSystem))]
+ public class CoinBurstVfx : MonoBehaviour
+ {
+ [Tooltip("How many coin specks to throw.")]
+ [SerializeField] private int coinCount = 14;
+
+ [Tooltip("Longest a speck lives (seconds). The whole effect self-destructs shortly after.")]
+ [SerializeField] private float lifetime = 0.6f;
+
+ [Tooltip("Gold tint applied to the specks.")]
+ [SerializeField] private Color coinColor = new Color(1f, 0.84f, 0.2f, 1f);
+
+ private void Awake()
+ {
+ var ps = GetComponent();
+ if (ps == null) ps = gameObject.AddComponent();
+ Configure(ps);
+ }
+
+ private void Configure(ParticleSystem ps)
+ {
+ // Reconfiguring modules requires the system to be stopped first.
+ ps.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
+
+ var main = ps.main;
+ main.duration = 0.1f;
+ main.loop = false;
+ main.playOnAwake = false;
+ main.startLifetime = new ParticleSystem.MinMaxCurve(lifetime * 0.6f, lifetime);
+ main.startSpeed = new ParticleSystem.MinMaxCurve(2.5f, 5f);
+ main.startSize = new ParticleSystem.MinMaxCurve(0.07f, 0.16f);
+ main.startRotation = new ParticleSystem.MinMaxCurve(0f, Mathf.PI * 2f);
+ main.startColor = coinColor;
+ main.gravityModifier = 2.5f; // arc up then fall back down quickly
+ main.simulationSpace = ParticleSystemSimulationSpace.World;
+ main.maxParticles = 64;
+ main.stopAction = ParticleSystemStopAction.None;
+
+ var emission = ps.emission;
+ emission.enabled = true;
+ emission.rateOverTime = 0f; // burst only, no continuous stream
+ emission.SetBursts(new[] { new ParticleSystem.Burst(0f, (short)coinCount) });
+
+ // Hemisphere pointing up → specks spray outward and upward in random directions.
+ var shape = ps.shape;
+ shape.enabled = true;
+ shape.shapeType = ParticleSystemShapeType.Hemisphere;
+ shape.radius = 0.12f;
+
+ // Fade the specks out over the back half of their life so they "decay quickly".
+ var col = ps.colorOverLifetime;
+ col.enabled = true;
+ var grad = new Gradient();
+ grad.SetKeys(
+ new[] { new GradientColorKey(coinColor, 0f), new GradientColorKey(coinColor, 1f) },
+ new[]
+ {
+ new GradientAlphaKey(1f, 0f),
+ new GradientAlphaKey(1f, 0.55f),
+ new GradientAlphaKey(0f, 1f),
+ });
+ col.color = new ParticleSystem.MinMaxGradient(grad);
+
+ // Give the specks a visible, transparent-capable material even with no assigned art.
+ var renderer = GetComponent();
+ if (renderer != null)
+ {
+ renderer.renderMode = ParticleSystemRenderMode.Billboard;
+ if (renderer.sharedMaterial == null)
+ {
+ Shader shader = Shader.Find("Universal Render Pipeline/Particles/Unlit")
+ ?? Shader.Find("Sprites/Default")
+ ?? Shader.Find("Legacy Shaders/Particles/Alpha Blended Premultiply");
+ if (shader != null)
+ renderer.material = new Material(shader) { color = coinColor };
+ }
+ }
+
+ ps.Play();
+
+ // Tear down after the last speck has died (plus a small margin).
+ Destroy(gameObject, lifetime + 0.25f);
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/VFX/SellEffectSpawner.cs b/Assets/_Project/Scripts/VFX/SellEffectSpawner.cs
new file mode 100644
index 0000000..0b67fc3
--- /dev/null
+++ b/Assets/_Project/Scripts/VFX/SellEffectSpawner.cs
@@ -0,0 +1,83 @@
+// Assets/_Project/Scripts/VFX/SellEffectSpawner.cs
+using UnityEngine;
+using TD.Audio;
+
+namespace TD.VFX
+{
+ ///
+ /// Scene singleton that plays the "tower sold" feedback — a burst of gold coins plus a
+ /// coin-rustle sound — at a world position. Mirrors :
+ /// visual-only, plain MonoBehaviour, invoked on every peer via a ClientRpc so all
+ /// players see and hear a sale locally.
+ ///
+ ///
+ /// Who calls this:
+ /// routes a ClientRpc here when a tower is sold.
+ ///
+ /// Inspector setup: drop this on a SellEffectSpawner GameObject in each Match
+ /// scene. The VFX prefab is OPTIONAL — leave it empty to use the built-in
+ /// placeholder, or assign an authored particle/VFX-graph prefab.
+ /// Assign the coin-rustle clip on .
+ ///
+ public class SellEffectSpawner : MonoBehaviour
+ {
+ // ----- Singleton --------------------------------------------------
+
+ public static SellEffectSpawner Instance { get; private set; }
+
+ // ----- Inspector --------------------------------------------------
+
+ [Tooltip("Optional authored VFX prefab spawned at the sale position. Leave empty to " +
+ "fall back to the built-in code-generated CoinBurstVfx placeholder.")]
+ [SerializeField] private GameObject coinBurstPrefab;
+
+ [Tooltip("Coin-rustle sound played (2D, via AudioManager) when a tower is sold.")]
+ [SerializeField] private SoundConfig sellSound;
+
+ [Tooltip("Vertical offset above the sale position where the coin burst originates, so " +
+ "it reads as coming from the tower body rather than the ground.")]
+ [SerializeField] private float verticalOffset = 0.75f;
+
+ // ----- Lifecycle --------------------------------------------------
+
+ private void Awake()
+ {
+ if (Instance != null && Instance != this)
+ {
+ Debug.LogWarning("[SellEffectSpawner] Duplicate instance detected. " +
+ "Only one should exist per scene.");
+ return;
+ }
+ Instance = this;
+ }
+
+ private void OnDestroy()
+ {
+ if (Instance == this) Instance = null;
+ }
+
+ // ----- Public API -------------------------------------------------
+
+ /// Plays the coin burst + rustle sound at .
+ public void Play(Vector3 worldPos)
+ {
+ Vector3 spawnPos = worldPos + Vector3.up * verticalOffset;
+
+ if (coinBurstPrefab != null)
+ {
+ Instantiate(coinBurstPrefab, spawnPos, Quaternion.identity);
+ }
+ else
+ {
+ // Zero-art fallback: a self-configuring, self-destroying particle burst.
+ var go = new GameObject("CoinBurst");
+ go.transform.position = spawnPos;
+ go.AddComponent();
+ }
+
+ if (sellSound.clip != null)
+ AudioManager.Instance?.Play(sellSound.clip, AudioCategory.UI,
+ sellSound.RandomPitch(), sellSound.volume);
+ }
+ }
+}