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Author SHA1 Message Date
52f7bfdf51 Merge pull request 'tower-sell' (#12) from tower-sell into main
Reviewed-on: #12
2026-07-14 23:54:08 -07:00
9f87c04b4c reverting 9player changes 2026-07-14 23:28:12 -07:00
6c03a2f250 Docs: mark Tower Sell done; note budgeted pathfinding re-path scheduler
Updates Project_Context.md + Project_Roadmap.md for the tower-sell work (refund rules, coin VFX/SFX, refund excluded from income) and the PathfindingService budgeted re-path scheduler that removed the sell/placement frame hitch. Follows commit 0b4cde4 which landed the code + art.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 23:21:32 -07:00
0b4cde4590 Adding the feature to sell towers with VFX and audio included 2026-07-14 23:15:34 -07:00
1794f65b19 Fix sell hitch: batch footprint un-stamp; warn on missing SellEffectSpawner
TowerInstance.StampFootprint now writes walkability via SetWalkableBatch instead of per-tile SetWalkable, so despawning (selling) a 2x2 tower fires one OnWalkabilityChanged / enemy re-path instead of four — matching placement and removing the frame hitch on sell. PlaySellEffectRpc now logs a one-time warning when no SellEffectSpawner is in the scene, since a missing spawner silently suppressed the coin VFX and sound.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 20:44:11 -07:00
86bc916c49 Fix NGO RequireOwnership deprecation warnings; add VFX script metas
Replace deprecated [Rpc(..., RequireOwnership = true)] with InvokePermission = RpcInvokePermission.Owner on the owner-submitted draft/buff RPCs (PlayerDraft, PlayerBuffManager), matching the pattern already used elsewhere. Also commits the .meta files Unity generated for the new sell-VFX scripts so their GUIDs are stable across machines.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 20:22:00 -07:00
9be31b1645 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>
2026-07-14 20:05:06 -07:00
28 changed files with 5746 additions and 33 deletions

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@ -137,7 +137,7 @@ namespace TD.Gameplay.Draft
// ----- Owner → server RPCs ---------------------------------------- // ----- Owner → server RPCs ----------------------------------------
/// <summary>Owning client: pick one of the offered options by id.</summary> /// <summary>Owning client: pick one of the offered options by id.</summary>
[Rpc(SendTo.Server, RequireOwnership = true)] [Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
public void RequestPickRpc(int optionId) public void RequestPickRpc(int optionId)
{ {
ServerResolve(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 /// afford it or already has an unresolved draft (resolve the current one first so a
/// free pick is never silently overwritten). /// free pick is never silently overwritten).
/// </summary> /// </summary>
[Rpc(SendTo.Server, RequireOwnership = true)] [Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
public void RequestBuyRerollRpc() public void RequestBuyRerollRpc()
{ {
if (HasActiveDraft) return; // resolve the pending draft before buying another if (HasActiveDraft) return; // resolve the pending draft before buying another

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@ -21,8 +21,10 @@ namespace TD.Gameplay
/// and stores the tile waypoint list.</item> /// and stores the tile waypoint list.</item>
/// <item>Each frame: moves toward the world center of <c>remainingPath[0]</c>. /// <item>Each frame: moves toward the world center of <c>remainingPath[0]</c>.
/// When within snap distance, pops the waypoint and checks for zone transitions.</item> /// When within snap distance, pops the waypoint and checks for zone transitions.</item>
/// <item>When <see cref="PathfindingService.OnPathsInvalidated"/> fires (tower placed / /// <item>When the maze changes (tower placed / sold), <see cref="PathfindingService"/>'s
/// sold), <see cref="RecomputePath"/> reruns A* from the current tile.</item> /// budgeted scheduler calls <see cref="RecomputePath"/> (registered via
/// <see cref="PathfindingService.RegisterMover"/>), rerunning A* from the current
/// tile — spread across frames so a full wave never spikes.</item>
/// <item>When <c>remainingPath</c> is empty after a pop, the enemy has reached the /// <item>When <c>remainingPath</c> is empty after a pop, the enemy has reached the
/// goal — <see cref="OnReachedGoal"/> fires and the enemy is despawned.</item> /// goal — <see cref="OnReachedGoal"/> fires and the enemy is despawned.</item>
/// </list> /// </list>
@ -168,15 +170,18 @@ namespace TD.Gameplay
// Recompute when a tower is placed or sold — grounded enemies only. // Recompute when a tower is placed or sold — grounded enemies only.
// Flyers path on the static baked grid, so tower changes can never affect // Flyers path on the static baked grid, so tower changes can never affect
// their route; subscribing would just trigger needless recomputes. // 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.
if (!isFlying && PathfindingService.Instance != null) if (!isFlying && PathfindingService.Instance != null)
PathfindingService.Instance.OnPathsInvalidated += RecomputePath; PathfindingService.Instance.RegisterMover(this);
} }
public override void OnNetworkDespawn() public override void OnNetworkDespawn()
{ {
if (PathfindingService.Instance != null) if (PathfindingService.Instance != null)
PathfindingService.Instance.OnPathsInvalidated -= RecomputePath; PathfindingService.Instance.UnregisterMover(this);
} }
// ----- Server update -------------------------------------------------- // ----- Server update --------------------------------------------------
@ -274,8 +279,9 @@ namespace TD.Gameplay
// ----- Path invalidation ---------------------------------------------- // ----- Path invalidation ----------------------------------------------
// Called on server when LevelLoader.OnWalkabilityChanged fires (tower placed/sold). // Called by PathfindingService's budgeted scheduler after a walkability change
private void RecomputePath() // (tower placed/sold). Public so the scheduler can drive it across frames.
public void RecomputePath()
{ {
if (!IsServer) return; if (!IsServer) return;

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@ -26,13 +26,15 @@ namespace TD.Gameplay
/// <b>Who calls this:</b> /// <b>Who calls this:</b>
/// <list type="bullet"> /// <list type="bullet">
/// <item><see cref="EnemyMovement"/> calls <see cref="ComputePath"/> once on /// <item><see cref="EnemyMovement"/> calls <see cref="ComputePath"/> once on
/// spawn and again whenever <see cref="OnPathsInvalidated"/> fires.</item> /// spawn, then registers via <see cref="RegisterMover"/> to be re-pathed when
/// the maze changes.</item>
/// </list> /// </list>
/// ///
/// <b>Invalidation:</b> Subscribes to <see cref="LevelLoader.OnWalkabilityChanged"/>. /// <b>Invalidation:</b> Subscribes to <see cref="LevelLoader.OnWalkabilityChanged"/>.
/// When a tower is placed or sold, <c>LevelLoader.SetWalkable</c> fires that event /// When a tower is placed or sold, <c>LevelLoader.SetWalkable</c> fires that event; the
/// and <see cref="OnPathsInvalidated"/> is relayed to all active enemies, which /// service then enqueues every registered grounded enemy and recomputes them under a
/// each recompute their own path from their current tile. /// per-frame time budget (<c>recomputeBudgetMs</c>), draining across frames so a maze
/// change with a full wave present never spikes a single frame.
/// ///
/// <b>Goal tile set:</b> Built once on <c>Start</c> from /// <b>Goal tile set:</b> Built once on <c>Start</c> from
/// <c>LevelLoader.LevelData.Goals[].TileArea</c>. Goal tiles never change at /// <c>LevelLoader.LevelData.Goals[].TileArea</c>. Goal tiles never change at
@ -52,7 +54,10 @@ namespace TD.Gameplay
/// <summary> /// <summary>
/// Fired on every peer when the walkability grid changes (tower placed/sold). /// Fired on every peer when the walkability grid changes (tower placed/sold).
/// <see cref="EnemyMovement"/> subscribes per-instance to recompute its path. /// Enemies no longer subscribe here — they register with the budgeted re-path
/// scheduler (<see cref="RegisterMover"/>) 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.
/// </summary> /// </summary>
public event System.Action OnPathsInvalidated; public event System.Action OnPathsInvalidated;
@ -79,6 +84,28 @@ namespace TD.Gameplay
private readonly Dictionary<Vector2Int, float> gScore = new Dictionary<Vector2Int, float>(); private readonly Dictionary<Vector2Int, float> gScore = new Dictionary<Vector2Int, float>();
private readonly SimplePriorityQueue openSet = new SimplePriorityQueue(); 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<EnemyMovement> movers = new HashSet<EnemyMovement>();
private readonly Queue<EnemyMovement> recomputeQueue = new Queue<EnemyMovement>();
private readonly HashSet<EnemyMovement> queued = new HashSet<EnemyMovement>();
// ----- Lifecycle -------------------------------------------------- // ----- Lifecycle --------------------------------------------------
private void Awake() private void Awake()
@ -115,6 +142,48 @@ namespace TD.Gameplay
loader.OnWalkabilityChanged -= HandleWalkabilityChanged; 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 -----------------------------
/// <summary>
/// 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 <see cref="EnemyMovement"/>.
/// </summary>
public void RegisterMover(EnemyMovement mover)
{
if (mover != null) movers.Add(mover);
}
/// <summary>
/// Removes an enemy from the scheduler (on despawn). Any stale entry still sitting
/// in the pending queue is skipped when dequeued (the <c>queued</c> membership check).
/// </summary>
public void UnregisterMover(EnemyMovement mover)
{
if (mover == null) return;
movers.Remove(mover);
queued.Remove(mover);
}
// ----- Public API ------------------------------------------------- // ----- Public API -------------------------------------------------
/// <summary> /// <summary>
@ -471,7 +540,16 @@ namespace TD.Gameplay
private void HandleWalkabilityChanged() private void HandleWalkabilityChanged()
{ {
// Notify any non-enemy listeners immediately (kept for API compatibility).
OnPathsInvalidated?.Invoke(); 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);
} }
} }

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@ -146,7 +146,7 @@ namespace TD.Gameplay
/// a random buff from the category at <paramref name="categoryIndex"/>. /// a random buff from the category at <paramref name="categoryIndex"/>.
/// The server validates gold and adds the buff if the purchase succeeds. /// The server validates gold and adds the buff if the purchase succeeds.
/// </summary> /// </summary>
[Rpc(SendTo.Server, RequireOwnership = true)] [Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
public void RequestPurchaseBuffRpc(int categoryIndex) public void RequestPurchaseBuffRpc(int categoryIndex)
{ {
if (categories == null || categoryIndex < 0 || categoryIndex >= categories.Length) if (categories == null || categoryIndex < 0 || categoryIndex >= categories.Length)

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@ -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>

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@ -1,4 +1,5 @@
// Assets/_Project/Scripts/Gameplay/TowerInstance.cs // Assets/_Project/Scripts/Gameplay/TowerInstance.cs
using System.Collections.Generic;
using Unity.Netcode; using Unity.Netcode;
using UnityEngine; using UnityEngine;
using TD.Core; using TD.Core;
@ -105,6 +106,24 @@ 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 +163,12 @@ 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 +279,11 @@ 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 +375,84 @@ 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
@ -404,11 +512,20 @@ namespace TD.Gameplay
? resolvedDefinition.FootprintSize ? resolvedDefinition.FootprintSize
: new Vector2Int(2, 2); : 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<Vector2Int>(footprintSize.x * footprintSize.y);
foreach (var tile in GridCoordinates.GetFootprintTiles(anchorTile.Value, footprintSize)) foreach (var tile in GridCoordinates.GetFootprintTiles(anchorTile.Value, footprintSize))
{ {
loader.SetWalkable(tile, walkable); footprint.Add(tile);
loader.SetOccupied(tile, occupied); loader.SetOccupied(tile, occupied);
} }
loader.SetWalkableBatch(footprint, walkable);
} }
// Reused per-instance across color updates to avoid per-call GC allocation. // Reused per-instance across color updates to avoid per-call GC allocation.

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 +351,43 @@ 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);
}
// 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 ------------------ // ----- 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

@ -1327,19 +1327,30 @@ 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;
} }
@ -1586,7 +1597,11 @@ 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";
} }

View file

@ -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 +1,2 @@
fileFormatVersion: 2
guid: bdff685029f23004796671150c7cf39b

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@ -0,0 +1,91 @@
// 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)
{
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<ParticleSystem>();
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<CoinBurstVfx>();
}
if (sellSound.clip != null)
AudioManager.Instance?.Play(sellSound.clip, AudioCategory.UI,
sellSound.RandomPitch(), sellSound.volume);
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e2708c6bac8136f45b48c899d3d40630

View file

@ -0,0 +1,30 @@
// Assets/_Project/Scripts/VFX/TransientEffect.cs
using UnityEngine;
namespace TD.VFX
{
/// <summary>
/// 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
/// <see cref="SellEffectSpawner"/> (and any future effect spawner) that fire once and
/// should disappear.
/// </summary>
/// <remarks>
/// <b>Shuriken shortcut:</b> a plain <see cref="ParticleSystem"/> can instead self-destroy
/// with no component at all — set <i>Main → Stop Action → Destroy</i> and make sure Looping
/// is off. Use this component for <b>VFX Graph</b> effects (which have no Stop Action) or for
/// prefabs that combine several systems and need one predictable lifetime.
///
/// <para>Set <see cref="lifetime"/> to comfortably exceed the effect's visible duration so it
/// isn't cut off mid-play.</para>
/// </remarks>
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);
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 739f3145f66002d47850b603164d07b8

View file

@ -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*. 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: 2026-06-24. Last substantial update: 2026-07-14.
--- ---
@ -56,10 +56,11 @@ 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. - `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`. - **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. - **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 ### 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). - `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 on tower placement/removal). - `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.
- **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`. - **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. - Content: ~10 enemy definitions/prefabs (Crystal Golem / Cyclops / Ent variants, Undead Drake = the flying test enemy), 10 wave definitions.
@ -102,4 +103,4 @@ 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 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. - **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. - **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/Sell actions (HUD buttons disabled), enemy resistances/weaknesses, in-match race-pick countdown. - **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.)*

View file

@ -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. 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: 2026-06-24. Last substantial update: 2026-07-14.
--- ---
@ -36,6 +36,8 @@ 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 & 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.)* **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). **Paused:** in-match Paint system (overlaps with systemic upgrades).
@ -80,7 +82,8 @@ Player profile saving owned content; **win/loss reward pools** drawn server-side
## Part B — Functional gameplay remainder (not roguelike-specific) ## Part B — Functional gameplay remainder (not roguelike-specific)
- **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. - **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.
- **Enemy resistances / weaknesses**`EnemyHealth.TakeDamage` has the stub slot; info panel has the placeholder. - **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. - **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. - **Camera polish** — cursor-anchored zoom near map edges, center-on-builder hotkey, race/phase-aware initial position.