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)
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21
Assets/Scripts/Ally/Building.cs
Normal file
21
Assets/Scripts/Ally/Building.cs
Normal file
@ -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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11
Assets/Scripts/Ally/Building.cs.meta
Normal file
11
Assets/Scripts/Ally/Building.cs.meta
Normal file
@ -0,0 +1,11 @@
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assetBundleVariant:
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11
Assets/Scripts/ReloadSceneButton.cs
Normal file
11
Assets/Scripts/ReloadSceneButton.cs
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
public class ReloadSceneButton : MonoBehaviour
|
||||||
|
{
|
||||||
|
public void ReloadCurrentScene()
|
||||||
|
{
|
||||||
|
string currentSceneName = SceneManager.GetActiveScene().name;
|
||||||
|
SceneManager.LoadScene(currentSceneName);
|
||||||
|
}
|
||||||
|
}
|
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11
Assets/Scripts/ReloadSceneButton.cs.meta
Normal file
11
Assets/Scripts/ReloadSceneButton.cs.meta
Normal file
@ -0,0 +1,11 @@
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|
fileFormatVersion: 2
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icon: {instanceID: 0}
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assetBundleVariant:
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@ -17,13 +17,11 @@ public class ResourceText : MonoBehaviour
|
|||||||
|
|
||||||
private ResourceManager _resourceManager;
|
private ResourceManager _resourceManager;
|
||||||
|
|
||||||
// Start is called before the first frame update
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
_resourceManager = ResourceManager.Instance;
|
_resourceManager = ResourceManager.Instance;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update is called once per frame
|
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
_rockText.text = _resourceManager.RockAmount.ToString();
|
_rockText.text = _resourceManager.RockAmount.ToString();
|
||||||
|
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10
Assets/Scripts/SceneLoader.cs
Normal file
10
Assets/Scripts/SceneLoader.cs
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
public class SceneLoader : MonoBehaviour
|
||||||
|
{
|
||||||
|
public void LoadSceneByName(string sceneName)
|
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|
{
|
||||||
|
SceneManager.LoadScene(sceneName);
|
||||||
|
}
|
||||||
|
}
|
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11
Assets/Scripts/SceneLoader.cs.meta
Normal file
11
Assets/Scripts/SceneLoader.cs.meta
Normal file
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45
Assets/Scripts/VictoryDefeat.cs
Normal file
45
Assets/Scripts/VictoryDefeat.cs
Normal file
@ -0,0 +1,45 @@
|
|||||||
|
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 :(
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/VictoryDefeat.cs.meta
Normal file
11
Assets/Scripts/VictoryDefeat.cs.meta
Normal file
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assetBundleVariant:
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File diff suppressed because one or more lines are too long
Loading…
x
Reference in New Issue
Block a user