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diff --git a/Assets/_Project/Art/VFX/FX_SellTower.prefab.meta b/Assets/_Project/Art/VFX/FX_SellTower.prefab.meta
new file mode 100644
index 0000000..2755a51
--- /dev/null
+++ b/Assets/_Project/Art/VFX/FX_SellTower.prefab.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/_Project/Audio/Sound Effects.meta b/Assets/_Project/Audio/Sound Effects.meta
new file mode 100644
index 0000000..f7e97b8
--- /dev/null
+++ b/Assets/_Project/Audio/Sound Effects.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/_Project/Audio/Sound Effects/SellSoundEffect.ogg b/Assets/_Project/Audio/Sound Effects/SellSoundEffect.ogg
new file mode 100644
index 0000000..437bd8c
--- /dev/null
+++ b/Assets/_Project/Audio/Sound Effects/SellSoundEffect.ogg
@@ -0,0 +1,3 @@
+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
new file mode 100644
index 0000000..f4b28da
--- /dev/null
+++ b/Assets/_Project/Audio/Sound Effects/SellSoundEffect.ogg.meta
@@ -0,0 +1,23 @@
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diff --git a/Assets/_Project/Scenes/Levels/9Player.unity b/Assets/_Project/Scenes/Levels/9Player.unity
index 3264d21..a8d0238 100644
--- a/Assets/_Project/Scenes/Levels/9Player.unity
+++ b/Assets/_Project/Scenes/Levels/9Player.unity
@@ -15394,6 +15394,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: de7d013503af0f74c950f215f8dae1c0, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.PathfindingService
+ recomputeBudgetMs: 1.5
--- !u!4 &1149980841
Transform:
m_ObjectHideFlags: 0
diff --git a/Assets/_Project/Scripts/Gameplay/Draft/PlayerDraft.cs b/Assets/_Project/Scripts/Gameplay/Draft/PlayerDraft.cs
index 3fd7350..41a7c04 100644
--- a/Assets/_Project/Scripts/Gameplay/Draft/PlayerDraft.cs
+++ b/Assets/_Project/Scripts/Gameplay/Draft/PlayerDraft.cs
@@ -137,7 +137,7 @@ namespace TD.Gameplay.Draft
// ----- Owner → server RPCs ----------------------------------------
/// Owning client: pick one of the offered options by id.
- [Rpc(SendTo.Server, RequireOwnership = true)]
+ [Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
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, RequireOwnership = true)]
+ [Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
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 86195c6..96a6e30 100644
--- a/Assets/_Project/Scripts/Gameplay/EnemyMovement.cs
+++ b/Assets/_Project/Scripts/Gameplay/EnemyMovement.cs
@@ -21,8 +21,10 @@ 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 fires (tower placed /
- /// sold), reruns A* from the current tile.
+ /// - 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 remainingPath is empty after a pop, the enemy has reached the
/// goal — fires and the enemy is despawned.
///
@@ -168,15 +170,18 @@ 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; 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)
- PathfindingService.Instance.OnPathsInvalidated += RecomputePath;
+ PathfindingService.Instance.RegisterMover(this);
}
public override void OnNetworkDespawn()
{
if (PathfindingService.Instance != null)
- PathfindingService.Instance.OnPathsInvalidated -= RecomputePath;
+ PathfindingService.Instance.UnregisterMover(this);
}
// ----- Server update --------------------------------------------------
@@ -274,8 +279,9 @@ namespace TD.Gameplay
// ----- Path invalidation ----------------------------------------------
- // Called on server when LevelLoader.OnWalkabilityChanged fires (tower placed/sold).
- private void RecomputePath()
+ // 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()
{
if (!IsServer) return;
diff --git a/Assets/_Project/Scripts/Gameplay/PathfindingService.cs b/Assets/_Project/Scripts/Gameplay/PathfindingService.cs
index d6c99df..f9a98a8 100644
--- a/Assets/_Project/Scripts/Gameplay/PathfindingService.cs
+++ b/Assets/_Project/Scripts/Gameplay/PathfindingService.cs
@@ -26,13 +26,15 @@ namespace TD.Gameplay
/// Who calls this:
///
/// - calls once on
- /// spawn and again whenever fires.
+ /// spawn, then registers via to be re-pathed when
+ /// the maze changes.
///
///
/// Invalidation: Subscribes to .
- /// 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.
+ /// 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.
///
/// Goal tile set: Built once on Start from
/// LevelLoader.LevelData.Goals[].TileArea. Goal tiles never change at
@@ -52,7 +54,10 @@ namespace TD.Gameplay
///
/// Fired on every peer when the walkability grid changes (tower placed/sold).
- /// subscribes per-instance to recompute its path.
+ /// 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.
///
public event System.Action OnPathsInvalidated;
@@ -79,6 +84,28 @@ 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()
@@ -115,6 +142,48 @@ 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 -------------------------------------------------
///
@@ -471,7 +540,16 @@ 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 506791e..52efbdc 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, RequireOwnership = true)]
+ [Rpc(SendTo.Server, InvokePermission = RpcInvokePermission.Owner)]
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 1cb3170..4cbd3a4 100644
--- a/Assets/_Project/Scripts/Gameplay/PlayerGoldManager.cs
+++ b/Assets/_Project/Scripts/Gameplay/PlayerGoldManager.cs
@@ -143,11 +143,17 @@ namespace TD.Gameplay
///
/// Server-side entry point for awarding gold (wave clear, enemy kill).
/// Direct call — not Rpc-wrapped — because awards always originate
- /// from server-authoritative game events. Also increments
- /// so the HUD's per-wave counter reflects
- /// it; spending does not decrement that counter (it tracks earnings, not balance).
+ /// from server-authoritative game events. When
+ /// is true (the default) it also increments so the
+ /// HUD's per-wave counter reflects it; spending does not decrement that counter (it
+ /// tracks earnings, not balance).
///
- public void AwardGold(int amount)
+ ///
+ /// Pass false for gold returned to the player that isn't income — e.g. a tower-sell
+ /// refund. The player's balance still rises, but the per-wave "earned" counter does not,
+ /// so refunds don't inflate round-income stats.
+ ///
+ public void AwardGold(int amount, bool countAsEarned = true)
{
if (!IsServer)
{
@@ -158,7 +164,7 @@ namespace TD.Gameplay
if (amount <= 0) return;
currentGold.Value += amount;
- goldEarnedThisWave.Value += amount;
+ if (countAsEarned) goldEarnedThisWave.Value += amount;
}
///
diff --git a/Assets/_Project/Scripts/Gameplay/TowerInstance.cs b/Assets/_Project/Scripts/Gameplay/TowerInstance.cs
index 519ff04..dfd73a8 100644
--- a/Assets/_Project/Scripts/Gameplay/TowerInstance.cs
+++ b/Assets/_Project/Scripts/Gameplay/TowerInstance.cs
@@ -1,4 +1,5 @@
// Assets/_Project/Scripts/Gameplay/TowerInstance.cs
+using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using TD.Core;
@@ -105,6 +106,24 @@ namespace TD.Gameplay
readPerm: NetworkVariableReadPermission.Everyone,
writePerm: NetworkVariableWritePermission.Server);
+ // Total gold sunk into this tower: its placement cost plus any gold later spent
+ // upgrading it. Set on the server at spawn (= placement cost) and grown by the
+ // (future) upgrade system via ServerAddUpgradeInvestment. Replicated so the HUD's
+ // Sell button can preview the exact refund without a server round-trip.
+ private readonly NetworkVariable goldInvested =
+ new NetworkVariable(
+ 0,
+ readPerm: NetworkVariableReadPermission.Everyone,
+ writePerm: NetworkVariableWritePermission.Server);
+
+ // Number of upgrades applied to this tower. 0 = never upgraded. Drives the Wall's
+ // "full refund only while un-upgraded" rule and will back tier display later.
+ private readonly NetworkVariable upgradeCount =
+ new NetworkVariable(
+ 0,
+ readPerm: NetworkVariableReadPermission.Everyone,
+ writePerm: NetworkVariableWritePermission.Server);
+
// ----- Local resolved state -------------------------------------------
// Resolved on every client in OnNetworkSpawn from definitionTypeId via the catalog.
@@ -144,6 +163,12 @@ namespace TD.Gameplay
/// The footprint anchor tile (SW corner, world-tile coords).
public Vector2Int AnchorTile => anchorTile.Value;
+ /// Total gold sunk into this tower so far (placement + upgrades).
+ public int GoldInvested => goldInvested.Value;
+
+ /// How many upgrades have been applied to this tower (0 = never upgraded).
+ public int UpgradeCount => upgradeCount.Value;
+
/// World-unit height the post-construction drop animation falls from.
public float DropHeight => dropHeight;
@@ -254,6 +279,11 @@ namespace TD.Gameplay
anchorTile.Value = pendingAnchor;
ownerSlot.Value = pendingOwner;
+ // Seed invested gold with the placement cost — the same amount
+ // TowerPlacementManager deducted to build this tower. The upgrade system
+ // grows this later via ServerAddUpgradeInvestment.
+ goldInvested.Value = pendingDefinition != null ? pendingDefinition.GoldCost : 0;
+
// Clear the pending data — it's now committed to NetworkVariables.
hasPendingInit = false;
}
@@ -345,6 +375,84 @@ namespace TD.Gameplay
// Re-tint on every client (and the server) when the replicated paint color changes.
private void HandlePaintColorChanged(PaintColor previous, PaintColor current) => ApplyTint();
+ // ----- Selling --------------------------------------------------------
+
+ // Server-only guard: a fast double-click could deliver two sell RPCs before the
+ // despawn propagates. Mirrors BuildSiteVisual.serverCancelled.
+ private bool serverSold;
+
+ ///
+ /// Gold returned if this tower is sold right now. Single source of truth for both
+ /// the server (which awards it) and the HUD (which labels the Sell button). By
+ /// default this is of everything
+ /// invested; a tower flagged
+ /// (the Wall) returns the full amount while it has never been upgraded.
+ ///
+ public int ComputeSellRefund()
+ {
+ int invested = goldInvested.Value;
+ if (resolvedDefinition == null)
+ return Mathf.RoundToInt(invested * 0.75f);
+
+ if (resolvedDefinition.FullRefundIfUnupgraded && upgradeCount.Value == 0)
+ return invested;
+
+ return Mathf.RoundToInt(invested * resolvedDefinition.SellRefundPercent);
+ }
+
+ ///
+ /// Server-only: records gold spent upgrading this tower (so a later sell refunds a
+ /// share of it) and marks the tower upgraded — which forfeits any
+ /// full-refund-while-unupgraded rule. The upgrade system calls this when it lands.
+ ///
+ public void ServerAddUpgradeInvestment(int cost)
+ {
+ if (!IsServer) return;
+ if (cost > 0) goldInvested.Value += cost;
+ upgradeCount.Value += 1;
+ }
+
+ ///
+ /// Client → server request to sell this tower. Accepted only from the tower's owner
+ /// (same ownership rule as placement and paint). The server refunds gold, broadcasts
+ /// the sell VFX/SFX from a persistent object, then despawns the tower —
+ /// restores the footprint's grid state and clears
+ /// selection on every peer.
+ ///
+ [Rpc(SendTo.Server)]
+ public void RequestSellServerRpc(RpcParams rpcParams = default)
+ {
+ if (!IsServer) return;
+ if (serverSold) return; // idempotent guard against a double-click
+
+ ulong senderClientId = rpcParams.Receive.SenderClientId;
+ PlayerSlot senderSlot = PlayerMatchState.SlotForClient(senderClientId);
+ if (senderSlot == PlayerSlot.None || senderSlot != ownerSlot.Value)
+ {
+ Debug.Log($"[TowerInstance] Sell rejected: client {senderClientId} " +
+ $"({senderSlot}) does not own tower owned by {ownerSlot.Value}.");
+ return;
+ }
+
+ serverSold = true;
+
+ int refund = ComputeSellRefund();
+ var goldManager = PlayerGoldManager.GetForClient(senderClientId);
+ if (goldManager != null && refund > 0)
+ // countAsEarned: false — a sell refund returns spent gold, it is not round
+ // income, so it must not inflate the per-wave "earned" counter.
+ goldManager.AwardGold(refund, countAsEarned: false);
+
+ // Broadcast VFX/SFX from the persistent placement manager, capturing the world
+ // position NOW — this NetworkObject despawns below, so it can't carry the RPC to
+ // remote peers itself (same reason WaveManager routes kill/leak popups).
+ var pm = TowerPlacementManager.Instance;
+ if (pm != null) pm.BroadcastSellEffect(transform.position);
+
+ if (NetworkObject != null && NetworkObject.IsSpawned)
+ NetworkObject.Despawn(destroy: true);
+ }
+
// ----- IMinimapEntity -------------------------------------------------
//
// Towers are static, so WorldPosition is cheap (no movement to track). Color reflects
@@ -404,11 +512,20 @@ 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))
{
- loader.SetWalkable(tile, walkable);
+ footprint.Add(tile);
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 7c4662d..9943dc5 100644
--- a/Assets/_Project/Scripts/Gameplay/TowerPlacementManager.cs
+++ b/Assets/_Project/Scripts/Gameplay/TowerPlacementManager.cs
@@ -5,6 +5,7 @@ using UnityEngine;
using TD.Core;
using TD.Levels;
using TD.Towers;
+using TD.VFX;
namespace TD.Gameplay
{
@@ -350,6 +351,43 @@ 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 3ce1632..8163490 100644
--- a/Assets/_Project/Scripts/Towers/TowerDefinition.cs
+++ b/Assets/_Project/Scripts/Towers/TowerDefinition.cs
@@ -47,6 +47,22 @@ namespace TD.Towers
"successful server-side placement validation.")]
public int GoldCost;
+ // -------------------------------------------------------------------
+ // Selling
+ // -------------------------------------------------------------------
+
+ [Header("Selling")]
+ [Tooltip("Portion of the gold INVESTED in this tower (placement cost plus any gold " +
+ "later spent upgrading it) that is refunded when it is sold, as a 0–1 factor. " +
+ "Default 0.75 = 75%.")]
+ [Range(0f, 1f)]
+ public float SellRefundPercent = 0.75f;
+
+ [Tooltip("When true, this tower refunds 100% of its invested gold while it has never " +
+ "been upgraded (upgradeCount == 0); once upgraded it falls back to " +
+ "SellRefundPercent. Set on the Wall so a fresh wall can be re-mazed for free.")]
+ public bool FullRefundIfUnupgraded = false;
+
// -------------------------------------------------------------------
// Construction
// -------------------------------------------------------------------
diff --git a/Assets/_Project/Scripts/UI/HUDController.cs b/Assets/_Project/Scripts/UI/HUDController.cs
index 96f50ec..f581be9 100644
--- a/Assets/_Project/Scripts/UI/HUDController.cs
+++ b/Assets/_Project/Scripts/UI/HUDController.cs
@@ -1178,19 +1178,30 @@ namespace TD.UI
return btn;
}
+ // Sell action for a completed tower. Refund is computed on the TowerInstance (single
+ // source of truth shared with the server) so the badge shows exactly what the player
+ // gets back. Hotkey is Key.None: the bottom-right slot's letter (B) is already the
+ // global buff-menu toggle — see CreateBuffMenuButton — so binding it here would fire
+ // both. The button stays click-only.
private VisualElement CreateSellButton(TowerInstance tower, Key hotkey)
{
- int sellValue = tower.Definition != null
- ? Mathf.RoundToInt(tower.Definition.GoldCost * 0.7f)
- : 0;
+ // Only the tower's owner can sell it (the server enforces this too). A non-owner
+ // may have this tower view-selected — show the slot disabled with no refund badge
+ // so the action reads as unavailable rather than misleading.
+ bool ownedByLocal = tower != null
+ && PlayerMatchState.Local != null
+ && tower.Owner == PlayerMatchState.Local.Slot;
+
+ int sellValue = ownedByLocal ? tower.ComputeSellRefund() : 0;
var btn = CreateActionButton(
costText: sellValue > 0 ? $"+{sellValue}g" : "",
- hotkey: hotkey,
+ hotkey: Key.None,
onClick: () =>
{
- /* TODO: sell flow */
+ if (tower != null)
+ tower.RequestSellServerRpc();
});
- btn.SetEnabled(false);
+ btn.SetEnabled(ownedByLocal);
return btn;
}
@@ -1437,7 +1448,11 @@ namespace TD.UI
ttStats.text = "(stats pending)";
}
- int sellValue = Mathf.RoundToInt(def.GoldCost * 0.7f);
+ // Sell preview for a freshly placed (un-upgraded) tower: mirrors
+ // TowerInstance.ComputeSellRefund for invested == GoldCost, upgradeCount == 0.
+ int sellValue = def.FullRefundIfUnupgraded
+ ? def.GoldCost
+ : Mathf.RoundToInt(def.GoldCost * def.SellRefundPercent);
ttCost.text = $"Cost: {def.GoldCost}g · Sell: {sellValue}g";
}
diff --git a/Assets/_Project/Scripts/VFX/CoinBurstVfx.cs b/Assets/_Project/Scripts/VFX/CoinBurstVfx.cs
new file mode 100644
index 0000000..e9d71eb
--- /dev/null
+++ b/Assets/_Project/Scripts/VFX/CoinBurstVfx.cs
@@ -0,0 +1,101 @@
+// Assets/_Project/Scripts/VFX/CoinBurstVfx.cs
+using UnityEngine;
+
+namespace TD.VFX
+{
+ ///
+ /// Self-contained, code-configured gold-coin burst used as the zero-art placeholder for the
+ /// tower-sell effect. Configures its own for a short radial
+ /// spray of gold specks thrown up in random arcs under gravity, then destroys itself.
+ ///
+ ///
+ /// Instantiated at runtime by when no authored VFX prefab is
+ /// assigned. It can also be dropped on a prefab in the editor and tuned. Replace with an
+ /// authored particle / VFX-graph prefab (assigned on the spawner) when art is ready — nothing
+ /// else needs to change.
+ ///
+ [RequireComponent(typeof(ParticleSystem))]
+ public class CoinBurstVfx : MonoBehaviour
+ {
+ [Tooltip("How many coin specks to throw.")]
+ [SerializeField] private int coinCount = 14;
+
+ [Tooltip("Longest a speck lives (seconds). The whole effect self-destructs shortly after.")]
+ [SerializeField] private float lifetime = 0.6f;
+
+ [Tooltip("Gold tint applied to the specks.")]
+ [SerializeField] private Color coinColor = new Color(1f, 0.84f, 0.2f, 1f);
+
+ private void Awake()
+ {
+ var ps = GetComponent();
+ if (ps == null) ps = gameObject.AddComponent();
+ Configure(ps);
+ }
+
+ private void Configure(ParticleSystem ps)
+ {
+ // Reconfiguring modules requires the system to be stopped first.
+ ps.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
+
+ var main = ps.main;
+ main.duration = 0.1f;
+ main.loop = false;
+ main.playOnAwake = false;
+ main.startLifetime = new ParticleSystem.MinMaxCurve(lifetime * 0.6f, lifetime);
+ main.startSpeed = new ParticleSystem.MinMaxCurve(2.5f, 5f);
+ main.startSize = new ParticleSystem.MinMaxCurve(0.07f, 0.16f);
+ main.startRotation = new ParticleSystem.MinMaxCurve(0f, Mathf.PI * 2f);
+ main.startColor = coinColor;
+ main.gravityModifier = 2.5f; // arc up then fall back down quickly
+ main.simulationSpace = ParticleSystemSimulationSpace.World;
+ main.maxParticles = 64;
+ main.stopAction = ParticleSystemStopAction.None;
+
+ var emission = ps.emission;
+ emission.enabled = true;
+ emission.rateOverTime = 0f; // burst only, no continuous stream
+ emission.SetBursts(new[] { new ParticleSystem.Burst(0f, (short)coinCount) });
+
+ // Hemisphere pointing up → specks spray outward and upward in random directions.
+ var shape = ps.shape;
+ shape.enabled = true;
+ shape.shapeType = ParticleSystemShapeType.Hemisphere;
+ shape.radius = 0.12f;
+
+ // Fade the specks out over the back half of their life so they "decay quickly".
+ var col = ps.colorOverLifetime;
+ col.enabled = true;
+ var grad = new Gradient();
+ grad.SetKeys(
+ new[] { new GradientColorKey(coinColor, 0f), new GradientColorKey(coinColor, 1f) },
+ new[]
+ {
+ new GradientAlphaKey(1f, 0f),
+ new GradientAlphaKey(1f, 0.55f),
+ new GradientAlphaKey(0f, 1f),
+ });
+ col.color = new ParticleSystem.MinMaxGradient(grad);
+
+ // Give the specks a visible, transparent-capable material even with no assigned art.
+ var renderer = GetComponent();
+ if (renderer != null)
+ {
+ renderer.renderMode = ParticleSystemRenderMode.Billboard;
+ if (renderer.sharedMaterial == null)
+ {
+ Shader shader = Shader.Find("Universal Render Pipeline/Particles/Unlit")
+ ?? Shader.Find("Sprites/Default")
+ ?? Shader.Find("Legacy Shaders/Particles/Alpha Blended Premultiply");
+ if (shader != null)
+ renderer.material = new Material(shader) { color = coinColor };
+ }
+ }
+
+ ps.Play();
+
+ // Tear down after the last speck has died (plus a small margin).
+ Destroy(gameObject, lifetime + 0.25f);
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/VFX/CoinBurstVfx.cs.meta b/Assets/_Project/Scripts/VFX/CoinBurstVfx.cs.meta
new file mode 100644
index 0000000..58bc699
--- /dev/null
+++ b/Assets/_Project/Scripts/VFX/CoinBurstVfx.cs.meta
@@ -0,0 +1,2 @@
+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
new file mode 100644
index 0000000..cbb8205
--- /dev/null
+++ b/Assets/_Project/Scripts/VFX/SellEffectSpawner.cs
@@ -0,0 +1,91 @@
+// 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
new file mode 100644
index 0000000..7ae5f2a
--- /dev/null
+++ b/Assets/_Project/Scripts/VFX/SellEffectSpawner.cs.meta
@@ -0,0 +1,2 @@
+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
new file mode 100644
index 0000000..a258ceb
--- /dev/null
+++ b/Assets/_Project/Scripts/VFX/TransientEffect.cs
@@ -0,0 +1,30 @@
+// 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
new file mode 100644
index 0000000..2eb9598
--- /dev/null
+++ b/Assets/_Project/Scripts/VFX/TransientEffect.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 739f3145f66002d47850b603164d07b8
\ No newline at end of file
diff --git a/Project_Context.md b/Project_Context.md
index 3e2c6d5..fd56cfd 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: 2026-06-24.
+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.
- **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 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`.
- 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 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/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.)*
diff --git a/Project_Roadmap.md b/Project_Roadmap.md
index a41edbf..aa95f7f 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: 2026-06-24.
+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, 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).
@@ -80,7 +82,8 @@ Player profile saving owned content; **win/loss reward pools** drawn server-side
## 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.
- **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.