tower-sell #12
7 changed files with 361 additions and 12 deletions
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@ -143,11 +143,17 @@ namespace TD.Gameplay
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/// <summary>
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/// Server-side entry point for awarding gold (wave clear, enemy kill).
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/// Direct call — not Rpc-wrapped — because awards always originate
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/// from server-authoritative game events. Also increments
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/// <see cref="GoldEarnedThisWave"/> so the HUD's per-wave counter reflects
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/// it; spending does not decrement that counter (it tracks earnings, not balance).
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/// from server-authoritative game events. When <paramref name="countAsEarned"/>
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/// is true (the default) it also increments <see cref="GoldEarnedThisWave"/> so the
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/// HUD's per-wave counter reflects it; spending does not decrement that counter (it
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/// tracks earnings, not balance).
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/// </summary>
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public void AwardGold(int amount)
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/// <param name="countAsEarned">
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/// Pass false for gold returned to the player that isn't income — e.g. a tower-sell
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/// refund. The player's balance still rises, but the per-wave "earned" counter does not,
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/// so refunds don't inflate round-income stats.
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/// </param>
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public void AwardGold(int amount, bool countAsEarned = true)
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{
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if (!IsServer)
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{
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@ -158,7 +164,7 @@ namespace TD.Gameplay
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if (amount <= 0) return;
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currentGold.Value += amount;
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goldEarnedThisWave.Value += amount;
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if (countAsEarned) goldEarnedThisWave.Value += amount;
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}
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/// <summary>
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@ -105,6 +105,24 @@ namespace TD.Gameplay
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readPerm: NetworkVariableReadPermission.Everyone,
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writePerm: NetworkVariableWritePermission.Server);
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// Total gold sunk into this tower: its placement cost plus any gold later spent
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// upgrading it. Set on the server at spawn (= placement cost) and grown by the
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// (future) upgrade system via ServerAddUpgradeInvestment. Replicated so the HUD's
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// Sell button can preview the exact refund without a server round-trip.
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private readonly NetworkVariable<int> goldInvested =
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new NetworkVariable<int>(
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0,
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readPerm: NetworkVariableReadPermission.Everyone,
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writePerm: NetworkVariableWritePermission.Server);
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// Number of upgrades applied to this tower. 0 = never upgraded. Drives the Wall's
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// "full refund only while un-upgraded" rule and will back tier display later.
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private readonly NetworkVariable<int> upgradeCount =
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new NetworkVariable<int>(
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0,
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readPerm: NetworkVariableReadPermission.Everyone,
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writePerm: NetworkVariableWritePermission.Server);
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// ----- Local resolved state -------------------------------------------
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// Resolved on every client in OnNetworkSpawn from definitionTypeId via the catalog.
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@ -144,6 +162,12 @@ namespace TD.Gameplay
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/// <summary>The footprint anchor tile (SW corner, world-tile coords).</summary>
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public Vector2Int AnchorTile => anchorTile.Value;
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/// <summary>Total gold sunk into this tower so far (placement + upgrades).</summary>
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public int GoldInvested => goldInvested.Value;
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/// <summary>How many upgrades have been applied to this tower (0 = never upgraded).</summary>
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public int UpgradeCount => upgradeCount.Value;
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/// <summary>World-unit height the post-construction drop animation falls from.</summary>
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public float DropHeight => dropHeight;
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@ -254,6 +278,11 @@ namespace TD.Gameplay
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anchorTile.Value = pendingAnchor;
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ownerSlot.Value = pendingOwner;
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// Seed invested gold with the placement cost — the same amount
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// TowerPlacementManager deducted to build this tower. The upgrade system
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// grows this later via ServerAddUpgradeInvestment.
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goldInvested.Value = pendingDefinition != null ? pendingDefinition.GoldCost : 0;
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// Clear the pending data — it's now committed to NetworkVariables.
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hasPendingInit = false;
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}
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@ -345,6 +374,84 @@ namespace TD.Gameplay
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// Re-tint on every client (and the server) when the replicated paint color changes.
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private void HandlePaintColorChanged(PaintColor previous, PaintColor current) => ApplyTint();
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// ----- Selling --------------------------------------------------------
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// Server-only guard: a fast double-click could deliver two sell RPCs before the
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// despawn propagates. Mirrors BuildSiteVisual.serverCancelled.
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private bool serverSold;
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/// <summary>
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/// Gold returned if this tower is sold right now. Single source of truth for both
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/// the server (which awards it) and the HUD (which labels the Sell button). By
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/// default this is <see cref="TowerDefinition.SellRefundPercent"/> of everything
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/// invested; a tower flagged <see cref="TowerDefinition.FullRefundIfUnupgraded"/>
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/// (the Wall) returns the full amount while it has never been upgraded.
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/// </summary>
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public int ComputeSellRefund()
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{
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int invested = goldInvested.Value;
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if (resolvedDefinition == null)
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return Mathf.RoundToInt(invested * 0.75f);
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if (resolvedDefinition.FullRefundIfUnupgraded && upgradeCount.Value == 0)
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return invested;
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return Mathf.RoundToInt(invested * resolvedDefinition.SellRefundPercent);
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}
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/// <summary>
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/// Server-only: records gold spent upgrading this tower (so a later sell refunds a
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/// share of it) and marks the tower upgraded — which forfeits any
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/// full-refund-while-unupgraded rule. The upgrade system calls this when it lands.
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/// </summary>
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public void ServerAddUpgradeInvestment(int cost)
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{
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if (!IsServer) return;
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if (cost > 0) goldInvested.Value += cost;
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upgradeCount.Value += 1;
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}
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/// <summary>
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/// Client → server request to sell this tower. Accepted only from the tower's owner
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/// (same ownership rule as placement and paint). The server refunds gold, broadcasts
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/// the sell VFX/SFX from a persistent object, then despawns the tower —
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/// <see cref="OnNetworkDespawn"/> restores the footprint's grid state and clears
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/// selection on every peer.
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/// </summary>
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[Rpc(SendTo.Server)]
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public void RequestSellServerRpc(RpcParams rpcParams = default)
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{
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if (!IsServer) return;
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if (serverSold) return; // idempotent guard against a double-click
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ulong senderClientId = rpcParams.Receive.SenderClientId;
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PlayerSlot senderSlot = PlayerMatchState.SlotForClient(senderClientId);
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if (senderSlot == PlayerSlot.None || senderSlot != ownerSlot.Value)
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{
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Debug.Log($"[TowerInstance] Sell rejected: client {senderClientId} " +
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$"({senderSlot}) does not own tower owned by {ownerSlot.Value}.");
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return;
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}
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serverSold = true;
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int refund = ComputeSellRefund();
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var goldManager = PlayerGoldManager.GetForClient(senderClientId);
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if (goldManager != null && refund > 0)
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// countAsEarned: false — a sell refund returns spent gold, it is not round
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// income, so it must not inflate the per-wave "earned" counter.
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goldManager.AwardGold(refund, countAsEarned: false);
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// Broadcast VFX/SFX from the persistent placement manager, capturing the world
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// position NOW — this NetworkObject despawns below, so it can't carry the RPC to
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// remote peers itself (same reason WaveManager routes kill/leak popups).
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var pm = TowerPlacementManager.Instance;
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if (pm != null) pm.BroadcastSellEffect(transform.position);
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if (NetworkObject != null && NetworkObject.IsSpawned)
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NetworkObject.Despawn(destroy: true);
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}
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// ----- IMinimapEntity -------------------------------------------------
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//
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// Towers are static, so WorldPosition is cheap (no movement to track). Color reflects
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@ -5,6 +5,7 @@ using UnityEngine;
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using TD.Core;
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using TD.Levels;
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using TD.Towers;
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using TD.VFX;
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namespace TD.Gameplay
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{
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@ -350,6 +351,26 @@ namespace TD.Gameplay
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$"client {req.SenderClientId} ({placingSlot}) at anchor {req.Anchor}.");
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}
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// ----- Sell effects (persistent broadcaster) ----------------------
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/// <summary>
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/// Server-only: tells every peer to play the tower-sold VFX/SFX at
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/// <paramref name="worldPos"/>. Called by <see cref="TowerInstance"/> as it sells,
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/// because the tower's own NetworkObject despawns the same frame — a persistent
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/// object must carry the broadcast so it isn't dropped.
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/// </summary>
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public void BroadcastSellEffect(Vector3 worldPos)
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{
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if (!IsServer) return;
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PlaySellEffectRpc(worldPos);
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}
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[Rpc(SendTo.Everyone)]
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private void PlaySellEffectRpc(Vector3 worldPos)
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{
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SellEffectSpawner.Instance?.Play(worldPos);
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}
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// ----- Server-side commit hooks called by Builder ------------------
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/// <summary>
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@ -47,6 +47,22 @@ namespace TD.Towers
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"successful server-side placement validation.")]
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public int GoldCost;
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// -------------------------------------------------------------------
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// Selling
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// -------------------------------------------------------------------
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[Header("Selling")]
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[Tooltip("Portion of the gold INVESTED in this tower (placement cost plus any gold " +
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"later spent upgrading it) that is refunded when it is sold, as a 0–1 factor. " +
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"Default 0.75 = 75%.")]
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[Range(0f, 1f)]
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public float SellRefundPercent = 0.75f;
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[Tooltip("When true, this tower refunds 100% of its invested gold while it has never " +
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"been upgraded (upgradeCount == 0); once upgraded it falls back to " +
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"SellRefundPercent. Set on the Wall so a fresh wall can be re-mazed for free.")]
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public bool FullRefundIfUnupgraded = false;
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// -------------------------------------------------------------------
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// Construction
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// -------------------------------------------------------------------
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@ -1178,19 +1178,30 @@ namespace TD.UI
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return btn;
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}
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// Sell action for a completed tower. Refund is computed on the TowerInstance (single
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// source of truth shared with the server) so the badge shows exactly what the player
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// gets back. Hotkey is Key.None: the bottom-right slot's letter (B) is already the
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// global buff-menu toggle — see CreateBuffMenuButton — so binding it here would fire
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// both. The button stays click-only.
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private VisualElement CreateSellButton(TowerInstance tower, Key hotkey)
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{
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int sellValue = tower.Definition != null
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? Mathf.RoundToInt(tower.Definition.GoldCost * 0.7f)
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: 0;
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// Only the tower's owner can sell it (the server enforces this too). A non-owner
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// may have this tower view-selected — show the slot disabled with no refund badge
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// so the action reads as unavailable rather than misleading.
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bool ownedByLocal = tower != null
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&& PlayerMatchState.Local != null
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&& tower.Owner == PlayerMatchState.Local.Slot;
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int sellValue = ownedByLocal ? tower.ComputeSellRefund() : 0;
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var btn = CreateActionButton(
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costText: sellValue > 0 ? $"+{sellValue}g" : "",
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hotkey: hotkey,
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hotkey: Key.None,
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onClick: () =>
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{
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/* TODO: sell flow */
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if (tower != null)
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tower.RequestSellServerRpc();
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});
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btn.SetEnabled(false);
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btn.SetEnabled(ownedByLocal);
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return btn;
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}
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@ -1437,7 +1448,11 @@ namespace TD.UI
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ttStats.text = "(stats pending)";
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}
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int sellValue = Mathf.RoundToInt(def.GoldCost * 0.7f);
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// Sell preview for a freshly placed (un-upgraded) tower: mirrors
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// TowerInstance.ComputeSellRefund for invested == GoldCost, upgradeCount == 0.
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int sellValue = def.FullRefundIfUnupgraded
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? def.GoldCost
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: Mathf.RoundToInt(def.GoldCost * def.SellRefundPercent);
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ttCost.text = $"Cost: {def.GoldCost}g · Sell: {sellValue}g";
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}
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101
Assets/_Project/Scripts/VFX/CoinBurstVfx.cs
Normal file
101
Assets/_Project/Scripts/VFX/CoinBurstVfx.cs
Normal file
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@ -0,0 +1,101 @@
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// Assets/_Project/Scripts/VFX/CoinBurstVfx.cs
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using UnityEngine;
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namespace TD.VFX
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{
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/// <summary>
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/// Self-contained, code-configured gold-coin burst used as the zero-art placeholder for the
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/// tower-sell effect. Configures its own <see cref="ParticleSystem"/> for a short radial
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/// spray of gold specks thrown up in random arcs under gravity, then destroys itself.
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/// </summary>
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/// <remarks>
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/// Instantiated at runtime by <see cref="SellEffectSpawner"/> when no authored VFX prefab is
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/// assigned. It can also be dropped on a prefab in the editor and tuned. Replace with an
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/// authored particle / VFX-graph prefab (assigned on the spawner) when art is ready — nothing
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/// else needs to change.
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/// </remarks>
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[RequireComponent(typeof(ParticleSystem))]
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public class CoinBurstVfx : MonoBehaviour
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{
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[Tooltip("How many coin specks to throw.")]
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[SerializeField] private int coinCount = 14;
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[Tooltip("Longest a speck lives (seconds). The whole effect self-destructs shortly after.")]
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[SerializeField] private float lifetime = 0.6f;
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[Tooltip("Gold tint applied to the specks.")]
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[SerializeField] private Color coinColor = new Color(1f, 0.84f, 0.2f, 1f);
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private void Awake()
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{
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var ps = GetComponent<ParticleSystem>();
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if (ps == null) ps = gameObject.AddComponent<ParticleSystem>();
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Configure(ps);
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}
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private void Configure(ParticleSystem ps)
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{
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// Reconfiguring modules requires the system to be stopped first.
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ps.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
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var main = ps.main;
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main.duration = 0.1f;
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main.loop = false;
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main.playOnAwake = false;
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main.startLifetime = new ParticleSystem.MinMaxCurve(lifetime * 0.6f, lifetime);
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main.startSpeed = new ParticleSystem.MinMaxCurve(2.5f, 5f);
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main.startSize = new ParticleSystem.MinMaxCurve(0.07f, 0.16f);
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main.startRotation = new ParticleSystem.MinMaxCurve(0f, Mathf.PI * 2f);
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main.startColor = coinColor;
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main.gravityModifier = 2.5f; // arc up then fall back down quickly
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main.simulationSpace = ParticleSystemSimulationSpace.World;
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main.maxParticles = 64;
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main.stopAction = ParticleSystemStopAction.None;
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var emission = ps.emission;
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emission.enabled = true;
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emission.rateOverTime = 0f; // burst only, no continuous stream
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emission.SetBursts(new[] { new ParticleSystem.Burst(0f, (short)coinCount) });
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// Hemisphere pointing up → specks spray outward and upward in random directions.
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var shape = ps.shape;
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shape.enabled = true;
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shape.shapeType = ParticleSystemShapeType.Hemisphere;
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shape.radius = 0.12f;
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// Fade the specks out over the back half of their life so they "decay quickly".
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var col = ps.colorOverLifetime;
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col.enabled = true;
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var grad = new Gradient();
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grad.SetKeys(
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new[] { new GradientColorKey(coinColor, 0f), new GradientColorKey(coinColor, 1f) },
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new[]
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{
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new GradientAlphaKey(1f, 0f),
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new GradientAlphaKey(1f, 0.55f),
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new GradientAlphaKey(0f, 1f),
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});
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col.color = new ParticleSystem.MinMaxGradient(grad);
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// Give the specks a visible, transparent-capable material even with no assigned art.
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var renderer = GetComponent<ParticleSystemRenderer>();
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if (renderer != null)
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{
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renderer.renderMode = ParticleSystemRenderMode.Billboard;
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if (renderer.sharedMaterial == null)
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{
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Shader shader = Shader.Find("Universal Render Pipeline/Particles/Unlit")
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?? Shader.Find("Sprites/Default")
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?? Shader.Find("Legacy Shaders/Particles/Alpha Blended Premultiply");
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if (shader != null)
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renderer.material = new Material(shader) { color = coinColor };
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}
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}
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ps.Play();
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// Tear down after the last speck has died (plus a small margin).
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Destroy(gameObject, lifetime + 0.25f);
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}
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}
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}
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83
Assets/_Project/Scripts/VFX/SellEffectSpawner.cs
Normal file
83
Assets/_Project/Scripts/VFX/SellEffectSpawner.cs
Normal file
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@ -0,0 +1,83 @@
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// Assets/_Project/Scripts/VFX/SellEffectSpawner.cs
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using UnityEngine;
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using TD.Audio;
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namespace TD.VFX
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{
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/// <summary>
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/// Scene singleton that plays the "tower sold" feedback — a burst of gold coins plus a
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/// coin-rustle sound — at a world position. Mirrors <see cref="TD.UI.FloatingTextSpawner"/>:
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/// visual-only, plain <c>MonoBehaviour</c>, invoked on every peer via a ClientRpc so all
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/// players see and hear a sale locally.
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/// </summary>
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/// <remarks>
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/// <b>Who calls this:</b> <see cref="TD.Gameplay.TowerPlacementManager.BroadcastSellEffect"/>
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/// routes a ClientRpc here when a tower is sold.
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///
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/// <b>Inspector setup:</b> drop this on a <c>SellEffectSpawner</c> GameObject in each Match
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/// scene. The VFX prefab is OPTIONAL — leave it empty to use the built-in
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/// <see cref="CoinBurstVfx"/> placeholder, or assign an authored particle/VFX-graph prefab.
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/// Assign the coin-rustle clip on <see cref="sellSound"/>.
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/// </remarks>
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public class SellEffectSpawner : MonoBehaviour
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{
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// ----- Singleton --------------------------------------------------
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public static SellEffectSpawner Instance { get; private set; }
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// ----- Inspector --------------------------------------------------
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[Tooltip("Optional authored VFX prefab spawned at the sale position. Leave empty to " +
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"fall back to the built-in code-generated CoinBurstVfx placeholder.")]
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[SerializeField] private GameObject coinBurstPrefab;
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[Tooltip("Coin-rustle sound played (2D, via AudioManager) when a tower is sold.")]
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[SerializeField] private SoundConfig sellSound;
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[Tooltip("Vertical offset above the sale position where the coin burst originates, so " +
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"it reads as coming from the tower body rather than the ground.")]
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[SerializeField] private float verticalOffset = 0.75f;
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// ----- Lifecycle --------------------------------------------------
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private void Awake()
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{
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if (Instance != null && Instance != this)
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{
|
||||
Debug.LogWarning("[SellEffectSpawner] Duplicate instance detected. " +
|
||||
"Only one should exist per scene.");
|
||||
return;
|
||||
}
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
if (Instance == this) Instance = null;
|
||||
}
|
||||
|
||||
// ----- Public API -------------------------------------------------
|
||||
|
||||
/// <summary>Plays the coin burst + rustle sound at <paramref name="worldPos"/>.</summary>
|
||||
public void Play(Vector3 worldPos)
|
||||
{
|
||||
Vector3 spawnPos = worldPos + Vector3.up * verticalOffset;
|
||||
|
||||
if (coinBurstPrefab != null)
|
||||
{
|
||||
Instantiate(coinBurstPrefab, spawnPos, Quaternion.identity);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Zero-art fallback: a self-configuring, self-destroying particle burst.
|
||||
var go = new GameObject("CoinBurst");
|
||||
go.transform.position = spawnPos;
|
||||
go.AddComponent<CoinBurstVfx>();
|
||||
}
|
||||
|
||||
if (sellSound.clip != null)
|
||||
AudioManager.Instance?.Play(sellSound.clip, AudioCategory.UI,
|
||||
sellSound.RandomPitch(), sellSound.volume);
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue