extraire les prix et cooldowns des unit cards
problème : le fait que les prix et les cooldowns étaient dans les game objects directement rendait le design compliqué solution : créer un scriptable object pour contenir l'info des unit cards
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@ -11,7 +11,7 @@ public class GameObjectPlacementButton : UnitPlacementButton
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var isBuilding = _prefab.GetComponent<Building>();
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var defaultPopCost = GlobalConfig.Instance.Current.populationCostPerUnit;
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var hasEnoughPopulation = isBuilding || ResourceManager.Instance.EnoughPopulationFor(defaultPopCost);
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return ResourceManager.Instance.EnoughFor(_rock, _wood, _food)
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return ResourceManager.Instance.EnoughFor(_unitCardInformation.Rock, _unitCardInformation.Wood, _unitCardInformation.Food)
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&& hasEnoughPopulation
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&& base.CanPlace();
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}
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@ -8,7 +8,7 @@ public class TilePlacementButton : UnitPlacementButton
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protected override bool CanPlace()
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{
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return ResourceManager.Instance.EnoughFor(_rock, _wood, _food) && base.CanPlace();
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return ResourceManager.Instance.EnoughFor(_unitCardInformation.Rock, _unitCardInformation.Wood, _unitCardInformation.Food) && base.CanPlace();
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}
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protected override DraggablePlaceholder Place()
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Assets/Scripts/Drag&Drop/UnitCard.cs
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Assets/Scripts/Drag&Drop/UnitCard.cs
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using UnityEngine;
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[CreateAssetMenu(menuName = "Gather And Defend/Buyable Unit Card")]
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public class UnitCard : ScriptableObject
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{
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[SerializeField]
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protected int _wood;
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[SerializeField]
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protected int _rock;
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[SerializeField]
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protected int _food;
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[SerializeField]
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protected int _cooldownInSeconds = 3;
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public int Wood => _wood;
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public int Rock => _rock;
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public int Food => _food;
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public int CooldownInSeconds => _cooldownInSeconds;
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}
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assetBundleVariant:
|
||||
@ -11,13 +11,7 @@ public abstract class UnitPlacementButton : PlacementButton
|
||||
protected Sprite _detectionRangeSprite;
|
||||
|
||||
[SerializeField]
|
||||
protected int _wood;
|
||||
[SerializeField]
|
||||
protected int _rock;
|
||||
[SerializeField]
|
||||
protected int _food;
|
||||
[SerializeField]
|
||||
protected int _cooldownInSeconds = 3;
|
||||
protected UnitCard _unitCardInformation;
|
||||
|
||||
[SerializeField]
|
||||
private TMP_Text _foodLabel;
|
||||
@ -34,9 +28,9 @@ public abstract class UnitPlacementButton : PlacementButton
|
||||
{
|
||||
base.Update();
|
||||
|
||||
SetTextFor(_foodLabel, _food);
|
||||
SetTextFor(_rockLabel, _rock);
|
||||
SetTextFor(_woodLabel, _wood);
|
||||
SetTextFor(_foodLabel, _unitCardInformation.Food);
|
||||
SetTextFor(_rockLabel, _unitCardInformation.Rock);
|
||||
SetTextFor(_woodLabel, _unitCardInformation.Wood);
|
||||
}
|
||||
void SetTextFor(TMP_Text label, int value)
|
||||
{
|
||||
@ -48,9 +42,9 @@ public abstract class UnitPlacementButton : PlacementButton
|
||||
base.OnPointerDown(eventData);
|
||||
if (Placeholder is UnitPlaceholder placeHolder)
|
||||
{
|
||||
placeHolder.Rock = _rock;
|
||||
placeHolder.Wood = _wood;
|
||||
placeHolder.Food = _food;
|
||||
placeHolder.Rock = _unitCardInformation.Rock;
|
||||
placeHolder.Wood = _unitCardInformation.Wood;
|
||||
placeHolder.Food = _unitCardInformation.Food;
|
||||
placeHolder.WasPlaced += HandleCooldown;
|
||||
}
|
||||
|
||||
@ -67,10 +61,10 @@ public abstract class UnitPlacementButton : PlacementButton
|
||||
var countDown = 0f;
|
||||
_lockedByCooldown = true;
|
||||
_cooldownIndicator.gameObject.SetActive(true);
|
||||
while (countDown < _cooldownInSeconds)
|
||||
while (countDown < _unitCardInformation.CooldownInSeconds)
|
||||
{
|
||||
countDown += Time.deltaTime;
|
||||
var percentDone = countDown / _cooldownInSeconds;
|
||||
var percentDone = countDown / _unitCardInformation.CooldownInSeconds;
|
||||
_cooldownIndicator.fillAmount = 1 - percentDone;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user