Permettre 1 à 3 upgrades
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c8ecace848
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@ -15,7 +15,6 @@ public class AllyUpgrade : MonoBehaviour, IPointerClickHandler
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{
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if (eventData.button == 0) //Left click
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{
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Debug.Log("Event clicked...");
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if (!_instance)
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{
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GameObject sceneCanvas = GameObject.Find("Canvas");
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@ -32,14 +31,11 @@ public class AllyUpgrade : MonoBehaviour, IPointerClickHandler
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AssignUpgrades(canvas);
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}
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}
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Debug.Log(_instance.transform.position);
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Debug.Log(Camera.main.WorldToScreenPoint(transform.position));
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}
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else
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{
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Destroy(_instance);
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Debug.Log("Destroyed....");
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}
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}
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@ -47,14 +43,14 @@ public class AllyUpgrade : MonoBehaviour, IPointerClickHandler
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private void AssignUpgrades(Canvas canvas)
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{
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GameObject _firstChildren = _instance.transform.GetChild(1).gameObject;
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Debug.Log("Upgrade count: " + _firstChildren.transform.childCount);
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// Assign upgrade Prefabs
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for (int i = 0; i < _instance.transform.childCount - 1; i++)
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{
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Debug.Log(i);
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GameObject upgradeEnfant = _instance.transform.GetChild(i).gameObject;
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UpgradePlacementButton button = upgradeEnfant.GetComponent<UpgradePlacementButton>();
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button.Initialize(_upgradeList[i], gameObject, canvas);
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if (_upgradeList[i] != null)
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{
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GameObject upgradeEnfant = _instance.transform.GetChild(i).gameObject;
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UpgradePlacementButton button = upgradeEnfant.GetComponent<UpgradePlacementButton>();
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button.Initialize(_upgradeList[i], gameObject, canvas);
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}
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}
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}}
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@ -3,7 +3,7 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class UnitTreeDisplay : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
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public class UnitTreeDisplay : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
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{
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//private Vector3 _originPosition;
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private Vector2 _size;
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@ -24,11 +24,6 @@ public class UnitTreeDisplay : MonoBehaviour, IPointerEnterHandler, IPointerExit
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_rectTransform.anchoredPosition = position;
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}
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public void OnPointerClick(PointerEventData eventData)
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{
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Debug.Log("Upgrade clicked!!!");
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}
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public void OnPointerEnter(PointerEventData eventData)
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{
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_rectTransform.sizeDelta = _size * 1.05f;
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@ -1,34 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class UnitTreeManager : MonoBehaviour
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{
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private List<UnitTreeDisplay> oogaDisplay = new List<UnitTreeDisplay>();
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private void Start()
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{
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}
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//Shows the unit's upgrades around its position
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public void ShowUpgrades(Vector3 position)
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{
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Vector3 m_Position = position;
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//Instantiate UnitTreeDisplay rect 3 times
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for (int i = 0; i < 3; i++)
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{
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GameObject rect = new GameObject();
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Vector3 rectPosition = m_Position;
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rectPosition.x += 10.0f * i;
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GameObject instance = Instantiate(rect, rectPosition, transform.rotation);
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instance.AddComponent<RectTransform>();
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UnitTreeDisplay ooga = instance.AddComponent<UnitTreeDisplay>();
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ooga.SetPosition(rectPosition);
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}
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//Instantiate line (later curved line? https://forum.unity.com/threads/easy-curved-line-renderer-free-utility.391219/)
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//TODO later... Get unit's next upgrades
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 61640dcfbaf00194593b814583a26f96
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -33,7 +33,10 @@ public class UpgradePlacementButton : MonoBehaviour, IPointerClickHandler
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void Start()
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{
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_button = GetComponent<Button>();
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_button.enabled = true;
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if (_unitCardInformation == null)
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{
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Destroy(gameObject);
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}
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}
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void Update()
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