Pull request #43: ajout classe building + debut condition victoire defaite (script et ui)

Merge in CGD/gather-and-defend from animation_unites to main

* commit '2478c8b3fb42097b4ad87b20771eb9d096a0fcae':
  Added show victory and defeat screens animation
  Apply prefab
  ajout des fonctionnalité des boutons + ajout de la condition de défaite fonctionnelle
  ajout classe building + debut condition victoire defaite (script et ui)
This commit is contained in:
Baptiste Girard 2023-10-15 23:23:39 +00:00 committed by William Gingras 01
commit 1453e7d060
22 changed files with 3349 additions and 21 deletions

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@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Building : Ally
{
public override void Start()
{
base.Start();
}
void Update()
{
//do something
}
}

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using UnityEngine;
using UnityEngine.SceneManagement;
public class ReloadSceneButton : MonoBehaviour
{
public void ReloadCurrentScene()
{
string currentSceneName = SceneManager.GetActiveScene().name;
SceneManager.LoadScene(currentSceneName);
}
}

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@ -17,13 +17,11 @@ public class ResourceText : MonoBehaviour
private ResourceManager _resourceManager;
// Start is called before the first frame update
void Start()
{
_resourceManager = ResourceManager.Instance;
}
// Update is called once per frame
void Update()
{
_rockText.text = _resourceManager.RockAmount.ToString();

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using UnityEngine;
using UnityEngine.SceneManagement;
public class SceneLoader : MonoBehaviour
{
public void LoadSceneByName(string sceneName)
{
SceneManager.LoadScene(sceneName);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VictoryDefeat : MonoBehaviour
{
private bool _wavesEnd = false;
private bool _isShowingVictoryOrDefeat = false;
[SerializeField] private Animator _victoryAnimator;
[SerializeField] private Animator _defeatAnimator;
public const float positionLoseLimit = -10.0f;
private void Start()
{
_isShowingVictoryOrDefeat = false;
}
void Update()
{
if (_isShowingVictoryOrDefeat) return;
List<LevelObject> opponentsList = LevelManager.Instance.GetAll<LevelObject>(x => x is Opponent);
//I believe that we win if the waves are finished and there are no more monsters (to be modified in the case that's not it)
if(_wavesEnd && opponentsList.Count == 0)
{
_victoryAnimator.Play("ShowVictoryOrDefeat");
_isShowingVictoryOrDefeat = true;
//win !
}
//I estimate that we lose if one of the enemies arrives behind our line of defense (to be modified in the case it's not that)
foreach (Opponent opponent in opponentsList)
{
if (opponent == null) return;
if (opponent.transform.position.x < positionLoseLimit)
{
_defeatAnimator.Play("ShowVictoryOrDefeat");
_isShowingVictoryOrDefeat = true;
//lose :(
}
}
}
}

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