Permettre 1 à 3 upgrades

This commit is contained in:
Ader Alisma 01 2024-10-27 15:37:30 -04:00
parent c8ecace848
commit 196740676d
5 changed files with 11 additions and 62 deletions

View File

@ -15,7 +15,6 @@ public class AllyUpgrade : MonoBehaviour, IPointerClickHandler
{ {
if (eventData.button == 0) //Left click if (eventData.button == 0) //Left click
{ {
Debug.Log("Event clicked...");
if (!_instance) if (!_instance)
{ {
GameObject sceneCanvas = GameObject.Find("Canvas"); GameObject sceneCanvas = GameObject.Find("Canvas");
@ -32,14 +31,11 @@ public class AllyUpgrade : MonoBehaviour, IPointerClickHandler
AssignUpgrades(canvas); AssignUpgrades(canvas);
} }
} }
Debug.Log(_instance.transform.position);
Debug.Log(Camera.main.WorldToScreenPoint(transform.position));
} }
else else
{ {
Destroy(_instance); Destroy(_instance);
Debug.Log("Destroyed....");
} }
} }
@ -47,14 +43,14 @@ public class AllyUpgrade : MonoBehaviour, IPointerClickHandler
private void AssignUpgrades(Canvas canvas) private void AssignUpgrades(Canvas canvas)
{ {
GameObject _firstChildren = _instance.transform.GetChild(1).gameObject;
Debug.Log("Upgrade count: " + _firstChildren.transform.childCount);
// Assign upgrade Prefabs // Assign upgrade Prefabs
for (int i = 0; i < _instance.transform.childCount - 1; i++) for (int i = 0; i < _instance.transform.childCount - 1; i++)
{ {
Debug.Log(i); if (_upgradeList[i] != null)
GameObject upgradeEnfant = _instance.transform.GetChild(i).gameObject; {
UpgradePlacementButton button = upgradeEnfant.GetComponent<UpgradePlacementButton>(); GameObject upgradeEnfant = _instance.transform.GetChild(i).gameObject;
button.Initialize(_upgradeList[i], gameObject, canvas); UpgradePlacementButton button = upgradeEnfant.GetComponent<UpgradePlacementButton>();
button.Initialize(_upgradeList[i], gameObject, canvas);
}
} }
}} }}

View File

@ -3,7 +3,7 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.EventSystems; using UnityEngine.EventSystems;
public class UnitTreeDisplay : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler public class UnitTreeDisplay : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{ {
//private Vector3 _originPosition; //private Vector3 _originPosition;
private Vector2 _size; private Vector2 _size;
@ -24,11 +24,6 @@ public class UnitTreeDisplay : MonoBehaviour, IPointerEnterHandler, IPointerExit
_rectTransform.anchoredPosition = position; _rectTransform.anchoredPosition = position;
} }
public void OnPointerClick(PointerEventData eventData)
{
Debug.Log("Upgrade clicked!!!");
}
public void OnPointerEnter(PointerEventData eventData) public void OnPointerEnter(PointerEventData eventData)
{ {
_rectTransform.sizeDelta = _size * 1.05f; _rectTransform.sizeDelta = _size * 1.05f;

View File

@ -1,34 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UnitTreeManager : MonoBehaviour
{
private List<UnitTreeDisplay> oogaDisplay = new List<UnitTreeDisplay>();
private void Start()
{
}
//Shows the unit's upgrades around its position
public void ShowUpgrades(Vector3 position)
{
Vector3 m_Position = position;
//Instantiate UnitTreeDisplay rect 3 times
for (int i = 0; i < 3; i++)
{
GameObject rect = new GameObject();
Vector3 rectPosition = m_Position;
rectPosition.x += 10.0f * i;
GameObject instance = Instantiate(rect, rectPosition, transform.rotation);
instance.AddComponent<RectTransform>();
UnitTreeDisplay ooga = instance.AddComponent<UnitTreeDisplay>();
ooga.SetPosition(rectPosition);
}
//Instantiate line (later curved line? https://forum.unity.com/threads/easy-curved-line-renderer-free-utility.391219/)
//TODO later... Get unit's next upgrades
}
}

View File

@ -1,11 +0,0 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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View File

@ -33,7 +33,10 @@ public class UpgradePlacementButton : MonoBehaviour, IPointerClickHandler
void Start() void Start()
{ {
_button = GetComponent<Button>(); _button = GetComponent<Button>();
_button.enabled = true; if (_unitCardInformation == null)
{
Destroy(gameObject);
}
} }
void Update() void Update()