Add tower Sell action with refund + coin VFX/SFX

Owner-validated sell RPC refunds SellRefundPercent of invested gold (Wall refunds 100% while un-upgraded), despawns the tower, and broadcasts a coin-burst VFX + rustle SFX. Refunds do not count as per-wave income. Investment/upgrade tracking added as the seam for the future upgrade system.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Matt F 2026-07-14 20:05:06 -07:00
parent 2429efbf6a
commit 9be31b1645
7 changed files with 361 additions and 12 deletions

View file

@ -143,11 +143,17 @@ namespace TD.Gameplay
/// <summary> /// <summary>
/// Server-side entry point for awarding gold (wave clear, enemy kill). /// Server-side entry point for awarding gold (wave clear, enemy kill).
/// Direct call — not Rpc-wrapped — because awards always originate /// Direct call — not Rpc-wrapped — because awards always originate
/// from server-authoritative game events. Also increments /// from server-authoritative game events. When <paramref name="countAsEarned"/>
/// <see cref="GoldEarnedThisWave"/> so the HUD's per-wave counter reflects /// is true (the default) it also increments <see cref="GoldEarnedThisWave"/> so the
/// it; spending does not decrement that counter (it tracks earnings, not balance). /// HUD's per-wave counter reflects it; spending does not decrement that counter (it
/// tracks earnings, not balance).
/// </summary> /// </summary>
public void AwardGold(int amount) /// <param name="countAsEarned">
/// 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.
/// </param>
public void AwardGold(int amount, bool countAsEarned = true)
{ {
if (!IsServer) if (!IsServer)
{ {
@ -158,7 +164,7 @@ namespace TD.Gameplay
if (amount <= 0) return; if (amount <= 0) return;
currentGold.Value += amount; currentGold.Value += amount;
goldEarnedThisWave.Value += amount; if (countAsEarned) goldEarnedThisWave.Value += amount;
} }
/// <summary> /// <summary>

View file

@ -105,6 +105,24 @@ namespace TD.Gameplay
readPerm: NetworkVariableReadPermission.Everyone, readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server); 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<int> goldInvested =
new NetworkVariable<int>(
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<int> upgradeCount =
new NetworkVariable<int>(
0,
readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server);
// ----- Local resolved state ------------------------------------------- // ----- Local resolved state -------------------------------------------
// Resolved on every client in OnNetworkSpawn from definitionTypeId via the catalog. // Resolved on every client in OnNetworkSpawn from definitionTypeId via the catalog.
@ -144,6 +162,12 @@ namespace TD.Gameplay
/// <summary>The footprint anchor tile (SW corner, world-tile coords).</summary> /// <summary>The footprint anchor tile (SW corner, world-tile coords).</summary>
public Vector2Int AnchorTile => anchorTile.Value; public Vector2Int AnchorTile => anchorTile.Value;
/// <summary>Total gold sunk into this tower so far (placement + upgrades).</summary>
public int GoldInvested => goldInvested.Value;
/// <summary>How many upgrades have been applied to this tower (0 = never upgraded).</summary>
public int UpgradeCount => upgradeCount.Value;
/// <summary>World-unit height the post-construction drop animation falls from.</summary> /// <summary>World-unit height the post-construction drop animation falls from.</summary>
public float DropHeight => dropHeight; public float DropHeight => dropHeight;
@ -254,6 +278,11 @@ namespace TD.Gameplay
anchorTile.Value = pendingAnchor; anchorTile.Value = pendingAnchor;
ownerSlot.Value = pendingOwner; 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. // Clear the pending data — it's now committed to NetworkVariables.
hasPendingInit = false; hasPendingInit = false;
} }
@ -345,6 +374,84 @@ namespace TD.Gameplay
// Re-tint on every client (and the server) when the replicated paint color changes. // Re-tint on every client (and the server) when the replicated paint color changes.
private void HandlePaintColorChanged(PaintColor previous, PaintColor current) => ApplyTint(); 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;
/// <summary>
/// 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 <see cref="TowerDefinition.SellRefundPercent"/> of everything
/// invested; a tower flagged <see cref="TowerDefinition.FullRefundIfUnupgraded"/>
/// (the Wall) returns the full amount while it has never been upgraded.
/// </summary>
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);
}
/// <summary>
/// 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.
/// </summary>
public void ServerAddUpgradeInvestment(int cost)
{
if (!IsServer) return;
if (cost > 0) goldInvested.Value += cost;
upgradeCount.Value += 1;
}
/// <summary>
/// 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 —
/// <see cref="OnNetworkDespawn"/> restores the footprint's grid state and clears
/// selection on every peer.
/// </summary>
[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 ------------------------------------------------- // ----- IMinimapEntity -------------------------------------------------
// //
// Towers are static, so WorldPosition is cheap (no movement to track). Color reflects // Towers are static, so WorldPosition is cheap (no movement to track). Color reflects

View file

@ -5,6 +5,7 @@ using UnityEngine;
using TD.Core; using TD.Core;
using TD.Levels; using TD.Levels;
using TD.Towers; using TD.Towers;
using TD.VFX;
namespace TD.Gameplay namespace TD.Gameplay
{ {
@ -350,6 +351,26 @@ namespace TD.Gameplay
$"client {req.SenderClientId} ({placingSlot}) at anchor {req.Anchor}."); $"client {req.SenderClientId} ({placingSlot}) at anchor {req.Anchor}.");
} }
// ----- Sell effects (persistent broadcaster) ----------------------
/// <summary>
/// Server-only: tells every peer to play the tower-sold VFX/SFX at
/// <paramref name="worldPos"/>. Called by <see cref="TowerInstance"/> 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.
/// </summary>
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 ------------------ // ----- Server-side commit hooks called by Builder ------------------
/// <summary> /// <summary>

View file

@ -47,6 +47,22 @@ namespace TD.Towers
"successful server-side placement validation.")] "successful server-side placement validation.")]
public int GoldCost; 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 01 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 // Construction
// ------------------------------------------------------------------- // -------------------------------------------------------------------

View file

@ -1178,19 +1178,30 @@ namespace TD.UI
return btn; 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) private VisualElement CreateSellButton(TowerInstance tower, Key hotkey)
{ {
int sellValue = tower.Definition != null // Only the tower's owner can sell it (the server enforces this too). A non-owner
? Mathf.RoundToInt(tower.Definition.GoldCost * 0.7f) // may have this tower view-selected — show the slot disabled with no refund badge
: 0; // 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( var btn = CreateActionButton(
costText: sellValue > 0 ? $"+{sellValue}g" : "", costText: sellValue > 0 ? $"+{sellValue}g" : "",
hotkey: hotkey, hotkey: Key.None,
onClick: () => onClick: () =>
{ {
/* TODO: sell flow */ if (tower != null)
tower.RequestSellServerRpc();
}); });
btn.SetEnabled(false); btn.SetEnabled(ownedByLocal);
return btn; return btn;
} }
@ -1437,7 +1448,11 @@ namespace TD.UI
ttStats.text = "(stats pending)"; 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"; ttCost.text = $"Cost: {def.GoldCost}g · Sell: {sellValue}g";
} }

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@ -0,0 +1,101 @@
// Assets/_Project/Scripts/VFX/CoinBurstVfx.cs
using UnityEngine;
namespace TD.VFX
{
/// <summary>
/// Self-contained, code-configured gold-coin burst used as the zero-art placeholder for the
/// tower-sell effect. Configures its own <see cref="ParticleSystem"/> for a short radial
/// spray of gold specks thrown up in random arcs under gravity, then destroys itself.
/// </summary>
/// <remarks>
/// Instantiated at runtime by <see cref="SellEffectSpawner"/> 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.
/// </remarks>
[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<ParticleSystem>();
if (ps == null) ps = gameObject.AddComponent<ParticleSystem>();
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<ParticleSystemRenderer>();
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);
}
}
}

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@ -0,0 +1,83 @@
// Assets/_Project/Scripts/VFX/SellEffectSpawner.cs
using UnityEngine;
using TD.Audio;
namespace TD.VFX
{
/// <summary>
/// Scene singleton that plays the "tower sold" feedback — a burst of gold coins plus a
/// coin-rustle sound — at a world position. Mirrors <see cref="TD.UI.FloatingTextSpawner"/>:
/// visual-only, plain <c>MonoBehaviour</c>, invoked on every peer via a ClientRpc so all
/// players see and hear a sale locally.
/// </summary>
/// <remarks>
/// <b>Who calls this:</b> <see cref="TD.Gameplay.TowerPlacementManager.BroadcastSellEffect"/>
/// routes a ClientRpc here when a tower is sold.
///
/// <b>Inspector setup:</b> drop this on a <c>SellEffectSpawner</c> GameObject in each Match
/// scene. The VFX prefab is OPTIONAL — leave it empty to use the built-in
/// <see cref="CoinBurstVfx"/> placeholder, or assign an authored particle/VFX-graph prefab.
/// Assign the coin-rustle clip on <see cref="sellSound"/>.
/// </remarks>
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 -------------------------------------------------
/// <summary>Plays the coin burst + rustle sound at <paramref name="worldPos"/>.</summary>
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<CoinBurstVfx>();
}
if (sellSound.clip != null)
AudioManager.Instance?.Play(sellSound.clip, AudioCategory.UI,
sellSound.RandomPitch(), sellSound.volume);
}
}
}