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m_MeshWeighting2: 1 - m_MeshWeighting3: 1 diff --git a/Assets/_Project/Art/VFX/FX_SellTower.prefab.meta b/Assets/_Project/Art/VFX/FX_SellTower.prefab.meta deleted file mode 100644 index 2755a51..0000000 --- a/Assets/_Project/Art/VFX/FX_SellTower.prefab.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 31f8d8c320b42c54d886d610fb13a1e7 -PrefabImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/_Project/Audio/Sound Effects.meta b/Assets/_Project/Audio/Sound Effects.meta deleted file mode 100644 index f7e97b8..0000000 --- a/Assets/_Project/Audio/Sound Effects.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: d1508e070d3666a4282a219e30ffdbf6 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/_Project/Audio/Sound Effects/SellSoundEffect.ogg b/Assets/_Project/Audio/Sound Effects/SellSoundEffect.ogg deleted file mode 100644 index 437bd8c..0000000 --- a/Assets/_Project/Audio/Sound Effects/SellSoundEffect.ogg +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:6047efab82ffe96cf15c078196b289076daae1875220b99f77596a06e7823808 -size 21467 diff --git a/Assets/_Project/Audio/Sound Effects/SellSoundEffect.ogg.meta b/Assets/_Project/Audio/Sound Effects/SellSoundEffect.ogg.meta deleted file mode 100644 index f4b28da..0000000 --- a/Assets/_Project/Audio/Sound Effects/SellSoundEffect.ogg.meta +++ /dev/null @@ -1,23 +0,0 @@ -fileFormatVersion: 2 -guid: 778b3d5981f4c3045a475794435f43cc -AudioImporter: - 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[Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)] + [Rpc(SendTo.Server, RequireOwnership = true)] public void RequestPickRpc(int optionId) { ServerResolve(optionId); @@ -148,7 +148,7 @@ namespace TD.Gameplay.Draft /// afford it or already has an unresolved draft (resolve the current one first so a /// free pick is never silently overwritten). /// - [Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)] + [Rpc(SendTo.Server, RequireOwnership = true)] public void RequestBuyRerollRpc() { if (HasActiveDraft) return; // resolve the pending draft before buying another diff --git a/Assets/_Project/Scripts/Gameplay/EnemyMovement.cs b/Assets/_Project/Scripts/Gameplay/EnemyMovement.cs index 96a6e30..86195c6 100644 --- a/Assets/_Project/Scripts/Gameplay/EnemyMovement.cs +++ b/Assets/_Project/Scripts/Gameplay/EnemyMovement.cs @@ -21,10 +21,8 @@ namespace TD.Gameplay /// and stores the tile waypoint list. /// Each frame: moves toward the world center of remainingPath[0]. /// When within snap distance, pops the waypoint and checks for zone transitions. - /// When the maze changes (tower placed / sold), 's - /// budgeted scheduler calls (registered via - /// ), rerunning A* from the current - /// tile — spread across frames so a full wave never spikes. + /// When fires (tower placed / + /// sold), reruns A* from the current tile. /// When remainingPath is empty after a pop, the enemy has reached the /// goal — fires and the enemy is despawned. /// @@ -170,18 +168,15 @@ namespace TD.Gameplay // Recompute when a tower is placed or sold — grounded enemies only. // Flyers path on the static baked grid, so tower changes can never affect - // their route; registering would just trigger needless recomputes. - // Registration (not a direct event subscription) lets PathfindingService - // spread the recomputes across frames under a per-frame budget, so a maze - // change with a full wave present never spikes a single frame. + // their route; subscribing would just trigger needless recomputes. if (!isFlying && PathfindingService.Instance != null) - PathfindingService.Instance.RegisterMover(this); + PathfindingService.Instance.OnPathsInvalidated += RecomputePath; } public override void OnNetworkDespawn() { if (PathfindingService.Instance != null) - PathfindingService.Instance.UnregisterMover(this); + PathfindingService.Instance.OnPathsInvalidated -= RecomputePath; } // ----- Server update -------------------------------------------------- @@ -279,9 +274,8 @@ namespace TD.Gameplay // ----- Path invalidation ---------------------------------------------- - // Called by PathfindingService's budgeted scheduler after a walkability change - // (tower placed/sold). Public so the scheduler can drive it across frames. - public void RecomputePath() + // Called on server when LevelLoader.OnWalkabilityChanged fires (tower placed/sold). + private void RecomputePath() { if (!IsServer) return; diff --git a/Assets/_Project/Scripts/Gameplay/PathfindingService.cs b/Assets/_Project/Scripts/Gameplay/PathfindingService.cs index f9a98a8..d6c99df 100644 --- a/Assets/_Project/Scripts/Gameplay/PathfindingService.cs +++ b/Assets/_Project/Scripts/Gameplay/PathfindingService.cs @@ -26,15 +26,13 @@ namespace TD.Gameplay /// Who calls this: /// /// calls once on - /// spawn, then registers via to be re-pathed when - /// the maze changes. + /// spawn and again whenever fires. /// /// /// Invalidation: Subscribes to . - /// When a tower is placed or sold, LevelLoader.SetWalkable fires that event; the - /// service then enqueues every registered grounded enemy and recomputes them under a - /// per-frame time budget (recomputeBudgetMs), draining across frames so a maze - /// change with a full wave present never spikes a single frame. + /// When a tower is placed or sold, LevelLoader.SetWalkable fires that event + /// and is relayed to all active enemies, which + /// each recompute their own path from their current tile. /// /// Goal tile set: Built once on Start from /// LevelLoader.LevelData.Goals[].TileArea. Goal tiles never change at @@ -54,10 +52,7 @@ namespace TD.Gameplay /// /// Fired on every peer when the walkability grid changes (tower placed/sold). - /// Enemies no longer subscribe here — they register with the budgeted re-path - /// scheduler () so recomputes spread across frames. - /// This event remains as an extension point for any non-enemy listener that wants - /// immediate notification of a maze change. + /// subscribes per-instance to recompute its path. /// public event System.Action OnPathsInvalidated; @@ -84,28 +79,6 @@ namespace TD.Gameplay private readonly Dictionary gScore = new Dictionary(); private readonly SimplePriorityQueue openSet = new SimplePriorityQueue(); - // ----- Deferred re-path scheduler --------------------------------- - // - // Grounded enemies register here (flyers never re-path — baked grid). On a - // walkability change we enqueue every registered enemy and recompute a - // TIME-BUDGETED number of them per frame, draining the backlog over subsequent - // frames. Recomputing them all synchronously on the change frame spiked to ~0.5s - // with a full wave on this large grid whenever a tower was sold/placed — this - // caps the per-frame cost so no single frame ever hitches. The maze can only be - // opened (sell) or narrowed with a guaranteed remaining route (placement, BFS- - // validated), so an enemy briefly following its slightly-stale path for a few - // frames until its turn comes up is safe and visually negligible. - - [Tooltip("Max wall-clock milliseconds spent recomputing enemy paths per frame " + - "after a maze change. The backlog drains over following frames; at least " + - "one enemy is always processed per frame so it converges. Lower = smoother " + - "but slower to fully update; higher = faster to update but larger frame cost.")] - [SerializeField] private float recomputeBudgetMs = 1.5f; - - private readonly HashSet movers = new HashSet(); - private readonly Queue recomputeQueue = new Queue(); - private readonly HashSet queued = new HashSet(); - // ----- Lifecycle -------------------------------------------------- private void Awake() @@ -142,48 +115,6 @@ namespace TD.Gameplay loader.OnWalkabilityChanged -= HandleWalkabilityChanged; } - // Drains the deferred re-path backlog under a per-frame time budget. Runs on all - // peers, but the queue is only ever populated on the server (clients never register - // movers), so this is a no-op cost on clients. At least one enemy is processed per - // frame whenever the queue is non-empty, so it always converges. - private void Update() - { - if (recomputeQueue.Count == 0) return; - - double startMs = Time.realtimeSinceStartupAsDouble * 1000.0; - do - { - var mover = recomputeQueue.Dequeue(); - if (!queued.Remove(mover)) continue; // unregistered/cancelled after enqueue - if (mover != null) mover.RecomputePath(); // reads the CURRENT grid state - } - while (recomputeQueue.Count > 0 - && Time.realtimeSinceStartupAsDouble * 1000.0 - startMs < recomputeBudgetMs); - } - - // ----- Deferred re-path scheduler API ----------------------------- - - /// - /// Registers a grounded enemy to be re-pathed (budgeted, over following frames) - /// whenever the maze changes. Flyers must NOT register — their baked-grid route - /// never changes. Called on the server from . - /// - public void RegisterMover(EnemyMovement mover) - { - if (mover != null) movers.Add(mover); - } - - /// - /// Removes an enemy from the scheduler (on despawn). Any stale entry still sitting - /// in the pending queue is skipped when dequeued (the queued membership check). - /// - public void UnregisterMover(EnemyMovement mover) - { - if (mover == null) return; - movers.Remove(mover); - queued.Remove(mover); - } - // ----- Public API ------------------------------------------------- /// @@ -540,16 +471,7 @@ namespace TD.Gameplay private void HandleWalkabilityChanged() { - // Notify any non-enemy listeners immediately (kept for API compatibility). OnPathsInvalidated?.Invoke(); - - // Enqueue every registered grounded enemy for a budgeted, deferred recompute - // instead of recomputing them all on this frame. Already-queued enemies are - // deduped, so rapid successive maze changes just lengthen the drain rather - // than compounding into a spike. - foreach (var mover in movers) - if (queued.Add(mover)) - recomputeQueue.Enqueue(mover); } } diff --git a/Assets/_Project/Scripts/Gameplay/PlayerBuffManager.cs b/Assets/_Project/Scripts/Gameplay/PlayerBuffManager.cs index 52efbdc..506791e 100644 --- a/Assets/_Project/Scripts/Gameplay/PlayerBuffManager.cs +++ b/Assets/_Project/Scripts/Gameplay/PlayerBuffManager.cs @@ -146,7 +146,7 @@ namespace TD.Gameplay /// a random buff from the category at . /// The server validates gold and adds the buff if the purchase succeeds. /// - [Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)] + [Rpc(SendTo.Server, RequireOwnership = true)] public void RequestPurchaseBuffRpc(int categoryIndex) { if (categories == null || categoryIndex < 0 || categoryIndex >= categories.Length) diff --git a/Assets/_Project/Scripts/Gameplay/PlayerGoldManager.cs b/Assets/_Project/Scripts/Gameplay/PlayerGoldManager.cs index 4cbd3a4..1cb3170 100644 --- a/Assets/_Project/Scripts/Gameplay/PlayerGoldManager.cs +++ b/Assets/_Project/Scripts/Gameplay/PlayerGoldManager.cs @@ -143,17 +143,11 @@ 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. 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). + /// 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). /// - /// - /// 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) + public void AwardGold(int amount) { if (!IsServer) { @@ -164,7 +158,7 @@ namespace TD.Gameplay if (amount <= 0) return; currentGold.Value += amount; - if (countAsEarned) goldEarnedThisWave.Value += amount; + goldEarnedThisWave.Value += amount; } /// diff --git a/Assets/_Project/Scripts/Gameplay/TowerInstance.cs b/Assets/_Project/Scripts/Gameplay/TowerInstance.cs index dfd73a8..519ff04 100644 --- a/Assets/_Project/Scripts/Gameplay/TowerInstance.cs +++ b/Assets/_Project/Scripts/Gameplay/TowerInstance.cs @@ -1,5 +1,4 @@ // Assets/_Project/Scripts/Gameplay/TowerInstance.cs -using System.Collections.Generic; using Unity.Netcode; using UnityEngine; using TD.Core; @@ -106,24 +105,6 @@ 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. @@ -163,12 +144,6 @@ 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; @@ -279,11 +254,6 @@ 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; } @@ -375,84 +345,6 @@ 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 @@ -512,20 +404,11 @@ namespace TD.Gameplay ? resolvedDefinition.FootprintSize : new Vector2Int(2, 2); - // Collect the footprint, then stamp walkability as a BATCH so a single - // OnWalkabilityChanged fires for the whole footprint. Per-tile SetWalkable fires - // that event once PER TILE — on despawn (sell) that meant up to 4 full enemy A* - // re-paths for a 2×2 tower in one frame, which was the sell hitch. Placement - // batches for the same reason (TowerPlacementManager.StampWalkable). Occupancy - // doesn't fire walkability events, so it stays per-tile. - var footprint = new List(footprintSize.x * footprintSize.y); foreach (var tile in GridCoordinates.GetFootprintTiles(anchorTile.Value, footprintSize)) { - footprint.Add(tile); + loader.SetWalkable(tile, walkable); loader.SetOccupied(tile, occupied); } - - loader.SetWalkableBatch(footprint, walkable); } // Reused per-instance across color updates to avoid per-call GC allocation. diff --git a/Assets/_Project/Scripts/Gameplay/TowerPlacementManager.cs b/Assets/_Project/Scripts/Gameplay/TowerPlacementManager.cs index 9943dc5..7c4662d 100644 --- a/Assets/_Project/Scripts/Gameplay/TowerPlacementManager.cs +++ b/Assets/_Project/Scripts/Gameplay/TowerPlacementManager.cs @@ -5,7 +5,6 @@ using UnityEngine; using TD.Core; using TD.Levels; using TD.Towers; -using TD.VFX; namespace TD.Gameplay { @@ -351,43 +350,6 @@ 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); - } - - // One-time guard so a missing spawner warns once per peer instead of on every sale. - private static bool s_warnedNoSellSpawner; - - [Rpc(SendTo.Everyone)] - private void PlaySellEffectRpc(Vector3 worldPos) - { - var spawner = SellEffectSpawner.Instance; - if (spawner == null) - { - if (!s_warnedNoSellSpawner) - { - Debug.LogWarning("[TowerPlacementManager] A tower was sold, but there is no " + - "SellEffectSpawner in the scene — no coin VFX or sell sound " + - "will play. Add a SellEffectSpawner GameObject to each Match " + - "scene (assign its Sell Sound clip; the coin burst works even " + - "with no VFX prefab)."); - s_warnedNoSellSpawner = true; - } - return; - } - spawner.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 8163490..3ce1632 100644 --- a/Assets/_Project/Scripts/Towers/TowerDefinition.cs +++ b/Assets/_Project/Scripts/Towers/TowerDefinition.cs @@ -47,22 +47,6 @@ 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 e63a097..504ac50 100644 --- a/Assets/_Project/Scripts/UI/HUDController.cs +++ b/Assets/_Project/Scripts/UI/HUDController.cs @@ -1327,30 +1327,19 @@ 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) { - // 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; + int sellValue = tower.Definition != null + ? Mathf.RoundToInt(tower.Definition.GoldCost * 0.7f) + : 0; var btn = CreateActionButton( costText: sellValue > 0 ? $"+{sellValue}g" : "", - hotkey: Key.None, + hotkey: hotkey, onClick: () => { - if (tower != null) - tower.RequestSellServerRpc(); + /* TODO: sell flow */ }); - btn.SetEnabled(ownedByLocal); + btn.SetEnabled(false); return btn; } @@ -1597,11 +1586,7 @@ namespace TD.UI ttStats.text = "(stats pending)"; } - // 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); + int sellValue = Mathf.RoundToInt(def.GoldCost * 0.7f); 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 deleted file mode 100644 index e9d71eb..0000000 --- a/Assets/_Project/Scripts/VFX/CoinBurstVfx.cs +++ /dev/null @@ -1,101 +0,0 @@ -// 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/CoinBurstVfx.cs.meta b/Assets/_Project/Scripts/VFX/CoinBurstVfx.cs.meta deleted file mode 100644 index 58bc699..0000000 --- a/Assets/_Project/Scripts/VFX/CoinBurstVfx.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: bdff685029f23004796671150c7cf39b \ No newline at end of file diff --git a/Assets/_Project/Scripts/VFX/SellEffectSpawner.cs b/Assets/_Project/Scripts/VFX/SellEffectSpawner.cs deleted file mode 100644 index cbb8205..0000000 --- a/Assets/_Project/Scripts/VFX/SellEffectSpawner.cs +++ /dev/null @@ -1,91 +0,0 @@ -// 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) - { - var instance = Instantiate(coinBurstPrefab, spawnPos, Quaternion.identity); - - // Force the burst to play. The spawner's whole job is to play this effect, so - // it shouldn't depend on the prefab's ParticleSystem having "Play On Awake" - // ticked — if that's off, the effect would silently never appear. Harmless when - // Play On Awake is already on (a freshly instantiated one-shot just restarts at - // t=0). VFX Graph effects play from their own settings, so a null PS is fine. - var ps = instance.GetComponentInChildren(); - if (ps != null) ps.Play(withChildren: true); - } - 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); - } - } -} diff --git a/Assets/_Project/Scripts/VFX/SellEffectSpawner.cs.meta b/Assets/_Project/Scripts/VFX/SellEffectSpawner.cs.meta deleted file mode 100644 index 7ae5f2a..0000000 --- a/Assets/_Project/Scripts/VFX/SellEffectSpawner.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: e2708c6bac8136f45b48c899d3d40630 \ No newline at end of file diff --git a/Assets/_Project/Scripts/VFX/TransientEffect.cs b/Assets/_Project/Scripts/VFX/TransientEffect.cs deleted file mode 100644 index a258ceb..0000000 --- a/Assets/_Project/Scripts/VFX/TransientEffect.cs +++ /dev/null @@ -1,30 +0,0 @@ -// Assets/_Project/Scripts/VFX/TransientEffect.cs -using UnityEngine; - -namespace TD.VFX -{ - /// - /// Destroys its GameObject a fixed time after it spawns. Drop this onto any one-shot - /// effect prefab — a particle burst, a VFX Graph effect, a sound-only object — so it - /// cleans itself up without any bespoke code. Designed for prefabs spawned by - /// (and any future effect spawner) that fire once and - /// should disappear. - /// - /// - /// Shuriken shortcut: a plain can instead self-destroy - /// with no component at all — set Main → Stop Action → Destroy and make sure Looping - /// is off. Use this component for VFX Graph effects (which have no Stop Action) or for - /// prefabs that combine several systems and need one predictable lifetime. - /// - /// Set to comfortably exceed the effect's visible duration so it - /// isn't cut off mid-play. - /// - public class TransientEffect : MonoBehaviour - { - [Tooltip("Seconds after spawn before this GameObject destroys itself. Set it a little " + - "longer than the effect's visible length so nothing is cut off.")] - [SerializeField, Min(0f)] private float lifetime = 1.5f; - - private void Start() => Destroy(gameObject, lifetime); - } -} diff --git a/Assets/_Project/Scripts/VFX/TransientEffect.cs.meta b/Assets/_Project/Scripts/VFX/TransientEffect.cs.meta deleted file mode 100644 index 2eb9598..0000000 --- a/Assets/_Project/Scripts/VFX/TransientEffect.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 739f3145f66002d47850b603164d07b8 \ No newline at end of file diff --git a/Project_Context.md b/Project_Context.md index fd56cfd..3e2c6d5 100644 --- a/Project_Context.md +++ b/Project_Context.md @@ -4,7 +4,7 @@ A snapshot of **where the project is and how it works** — the authoritative reference for current architecture, implemented systems, conventions, and known debt. It pairs with [`Project_Roadmap.md`](Project_Roadmap.md), which is the forward-looking plan. When the two disagree, this document describes *what exists today*; the roadmap describes *what's planned next*. -Last substantial update: 2026-07-14. +Last substantial update: 2026-06-24. --- @@ -56,11 +56,10 @@ Unity **6.4 (6000.4.4f1)**, URP, IL2CPP, .NET Standard 2.1, Linear color space, - `TowerPlacementManager` (server-validated placement queue) — `SpawnTower` now **seats towers flush on the ground from their mesh bounds** (`SeatOnGround`), so any pivot works (replaced the old hard-coded y=0.5). `Builder` build queue with staged construction/pause/cancel/refund, RTS selection, owner tinting. - **Construction-phase build visuals:** `BuildSiteVisual` swaps between an ordered set of phase prefabs as a tower builds — `ConstructionPhaseSet` SO + optional per-tower `TowerDefinition.ConstructionPhases`, with a project-default set and a legacy cube Y-scale fallback. `BuildSiteVisual` resolves its def via `TowerTypeId` (catalog), like `TowerInstance`. - **Tesla Coil tower:** Electric, `AllInRange` (zaps every enemy in range each 0.5s tick). `TeslaArcVisual` draws arced, crackling, HDR `LineRenderer` bolts that flicker, plus **real point lights** (emitter flash + per-impact lights at struck enemies, capped) so the electricity actually illuminates the scene — emission/bloom alone don't cast light. -- **Tower Sell** (branch `tower-sell`, verified in-engine 2026-07-14): selecting an owned, completed tower shows a **Sell** action in the command grid's **bottom-right** slot (owner-gated; a non-owner sees it disabled). `TowerInstance.RequestSellServerRpc` (owner-validated, like paint) refunds `TowerDefinition.SellRefundPercent` (default 0.75) of the tower's replicated `goldInvested` (placement + any future upgrade spend), except a `FullRefundIfUnupgraded` tower (the **Wall**) refunds 100% while `upgradeCount == 0`. The refund is **not** counted as round income — `PlayerGoldManager.AwardGold(amount, countAsEarned:false)`. Selling despawns the tower (`OnNetworkDespawn` un-stamps the footprint as a **batch** and clears selection) and broadcasts a coin **VFX + rustle SFX** through `SellEffectSpawner` (scene singleton mirroring `FloatingTextSpawner`) via `TowerPlacementManager.PlaySellEffectRpc` (routed off a persistent object because the tower despawns the same frame). `TowerInstance.ServerAddUpgradeInvestment` is the seam the future upgrade system writes to. The coin VFX is an **artist-authored** prefab (`FX_SellTower`: a Shuriken **mesh-particle** burst of the Blender `Coin` model with an **emissive** gold material — emissive so it survives the grimdark grade); `CoinBurstVfx` is the zero-art code-gen fallback, and new reusable `TransientEffect` self-destructs one-shot effect prefabs (for VFX-Graph effects that lack a Stop Action). ### Enemies & pathfinding - `EnemyHealth` (replicated HP, damage types, `IsFlying`, held state), `EnemyStatus` (lingering effects: slow/DoT), `EnemyMovement` (A* path following, zone-leak attribution, death/sink sequence). -- `PathfindingService` (A* on the runtime walkability grid, octile heuristic, corner-cut prevention, line-of-sight path smoothing). **Re-paths via a budgeted scheduler:** grounded enemies `RegisterMover`/`UnregisterMover`; on a maze change the service enqueues them and recomputes under a per-frame `recomputeBudgetMs` (default 1.5 ms) drain, spreading the work across frames so a placement/sell with a full wave present no longer spikes a frame (was ~0.5 s). Safe because selling only opens the maze and placement is BFS-guaranteed to leave a route, so a few frames of slightly-stale path is invisible. +- `PathfindingService` (A* on the runtime walkability grid, octile heuristic, corner-cut prevention, line-of-sight path smoothing; re-paths on tower placement/removal). - **Flying enemies:** path on the **baked terrain grid** (`LevelLoader.IsBaseWalkable`) so they soar over towers; compute once, never re-path; spawn elevated by `EnemyDefinition.FlightHeight`. - Content: ~10 enemy definitions/prefabs (Crystal Golem / Cyclops / Ent variants, Undead Drake = the flying test enemy), 10 wave definitions. @@ -103,4 +102,4 @@ Unity **6.4 (6000.4.4f1)**, URP, IL2CPP, .NET Standard 2.1, Linear color space, - **Catalog index 0 is a reserved sentinel** (valid `TowerTypeId`s start at 1) — easy to forget when wiring the catalog in the inspector. - **Catalog-index identifiers aren't session-stable** — blocks cross-match persistence until a stable ID is added. - **Paint system frozen**; **Race vs Builder** naming unresolved; the gold **"Buy Roll available any time"** rule is provisional and may change. -- **Stubbed/unbuilt:** tower **Upgrade** action (HUD button still disabled; the `TowerInstance.ServerAddUpgradeInvestment` seam is ready for it), enemy resistances/weaknesses, in-match race-pick countdown. *(Tower **Sell** is now done — see Combat & towers.)* +- **Stubbed/unbuilt:** tower Upgrade/Sell actions (HUD buttons disabled), enemy resistances/weaknesses, in-match race-pick countdown. diff --git a/Project_Roadmap.md b/Project_Roadmap.md index aa95f7f..a41edbf 100644 --- a/Project_Roadmap.md +++ b/Project_Roadmap.md @@ -4,7 +4,7 @@ The **forward-looking plan**: what's done, what's next, and the sequencing. Current-state architecture and the full list of implemented systems live in [`Project_Context.md`](Project_Context.md) — read that first for "how things work today." This document focuses on direction and remaining work. -Last substantial update: 2026-07-14. +Last substantial update: 2026-06-24. --- @@ -36,8 +36,6 @@ All players start with the **same three towers** — **Basic Arrow** (ground+air **Done & merged:** functional match loop end-to-end, HUD, lobby + race selection, economy, enemies + A* pathfinding, **flying enemies + air-targeting**, **per-player tower deck** (keystone #1), **draft Slice 1** (spine + "new tower"), **TowerRegistry removal** (towers replicate by `TowerTypeId`), **per-tower construction-phase build visuals**, **ground-seating from mesh bounds**, **Tesla Coil tower** (Electric + AllInRange + arc VFX with real flash/impact lights). -**Done, on branch `tower-sell` (pushed to origin; NOT yet merged to `main`):** **Tower Sell** — owner-gated Sell action, refunds `SellRefundPercent` (default 75%) of invested gold, the **Wall refunds 100% while un-upgraded**, refund excluded from round income, coin **VFX** (artist-authored emissive mesh-particle `FX_SellTower`, with a `CoinBurstVfx` code-gen fallback) + rustle **SFX**. Also a **budgeted enemy re-path scheduler** in `PathfindingService` that removes the ~0.5 s frame hitch on any maze change (sell/placement) with a full wave present, plus a batched footprint un-stamp and the NGO `RequireOwnership`→`InvokePermission` deprecation cleanup. Verified in-engine 2026-07-14. - **In progress (branch `feature/post-processing`):** project-wide **grimdark post-processing** grade + HDR; Tesla arc lighting polish. *(This branch was fast-forwarded onto the Tesla work; commit the post-processing assets + the `TeslaArcVisual` light additions.)* **Paused:** in-match Paint system (overlaps with systemic upgrades). @@ -82,8 +80,7 @@ Player profile saving owned content; **win/loss reward pools** drawn server-side ## Part B — Functional gameplay remainder (not roguelike-specific) -- **Tower Sell — ✅ DONE** (branch `tower-sell`): refund + despawn + coin VFX/SFX; 75% of invested gold, Wall 100% while un-upgraded, refund not counted as income; `TowerInstance.ServerAddUpgradeInvestment` records upgrade spend for the refund and is the seam the Upgrade system will write to. -- **Tower Upgrade action** — HUD button still disabled. Build it once the systemic-upgrade model (A3) settles whether per-tower upgrade trees are wanted on top of the systemic modifiers. +- **Tower Upgrade / Sell actions** — HUD buttons exist but are disabled. Sell first (refund + despawn), then per-tower upgrade if the systemic model leaves room for it. - **Enemy resistances / weaknesses** — `EnemyHealth.TakeDamage` has the stub slot; info panel has the placeholder. - **Terrain architecture decision** — Unity Terrain vs mesh vs ProBuilder. Builder code is terrain-agnostic; decide before heavy art. - **Camera polish** — cursor-anchored zoom near map edges, center-on-builder hotkey, race/phase-aware initial position.