Integration of upgrades for melee, ranged and house units; Lots of balancing and created levels 8 to 12; Added desert sprites and change background dynamicaly; Fix upgrade error when only 1-2 upgrades are put in a unit; Made it so that resources are collected automaticaly after a delay; Units need to be upgraded to access the better units now; Some visual updates on units; Added slinger unit (temporary graphics)

This commit is contained in:
craftwill 2024-10-29 15:46:57 -04:00
parent f06f619174
commit af5dd22bc2
82 changed files with 5826 additions and 216 deletions

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@ -46,7 +46,7 @@ public class AllyUpgrade : MonoBehaviour, IPointerClickHandler
// Assign upgrade Prefabs
for (int i = 0; i < _instance.transform.childCount - 1; i++)
{
if (_upgradeList[i] != null)
if (_upgradeList.Count > i && _upgradeList[i] != null)
{
GameObject upgradeEnfant = _instance.transform.GetChild(i).gameObject;
UpgradePlacementButton button = upgradeEnfant.GetComponent<UpgradePlacementButton>();

View File

@ -21,7 +21,7 @@ namespace GatherAndDefend.LevelEditor
}
[SerializeField]
private int _startPopulation = 5;
private int _startPopulation = 10;
[SerializeField]
private int _startFood = 50;
[SerializeField]

View File

@ -227,7 +227,6 @@ public class LevelManager : Singleton<LevelManager>
{
//fetch level from database
_currentLevel = Database.Instance.ScriptableObjects[levelName] as Level;
await LoadLevel(_currentLevel, placementAnimation).ConfigureAwait(false);
}

View File

@ -6,7 +6,6 @@ using System.Threading.Tasks;
using System;
using GatherAndDefend.Events;
using static LevelManager;
/// <param name="position">The position the tile should be placed on</param>
/// <param name="tile">the tile we should place</param>
/// <param name="tilePlacement">the action of placing the tile on the tilemap</param>
@ -17,11 +16,21 @@ public class LevelManagerScript : SingletonBehaviour<LevelManagerScript>
private Action updateAction = null;
public bool loadOnStart = false;
public Level firstLevel;
[SerializeField] private SpriteRenderer _worldBackgroundSpriteRenderer;
[SerializeField] private Sprite[] _worldBackgrounds;
async void Start()
{
//only when the level is loaded do we start updating
EventAggregator.Instance.GetEvent<LevelLoadedEvent>().Attach(Instance_LevelLoaded);
EventAggregator.Instance.GetEvent<ExitingLevelEvent>().Attach(KillLoading);
if (PlayerPrefs.GetInt(LoadingManager.LevelToLoad) >= 12)
{
_worldBackgroundSpriteRenderer.sprite = _worldBackgrounds[1];
}
if (loadOnStart && firstLevel)
{
await LevelManager.Instance.LoadLevel(firstLevel, PlacementAnimation);

View File

@ -44,6 +44,16 @@ public class ResourceMaker : MonoBehaviour
_destination = GameObject.FindWithTag("Food");
break;
}
// Auto collect resource
StartCoroutine(AutoCollect());
}
private IEnumerator AutoCollect()
{
yield return new WaitForSeconds(Random.Range(1f, 1.3f));
if(!_isPlaying)
ClickOnResource();
}
/// <summary>

View File

@ -79,6 +79,7 @@ public class WorldMapManager : MonoBehaviour
public void CallLevelWorld1(int levelToCall)
{
print("Load " + levelToCall);
if (_buttonList[levelToCall - 1].GetComponent<Image>().sprite.name != "worldmap_level_locked")
{
PlayerPrefs.SetString(LoadingManager.SceneToLoad, _gameScene);

View File

@ -14,8 +14,14 @@ public class WorldMapSave
SAVED
}
private LevelState[] levelUnlocked = { LevelState.SAVED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED,
LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED };
private LevelState[] levelUnlocked = {
// World1
LevelState.SAVED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED,
LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED,
// World2
LevelState.UNLOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED,
LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED, LevelState.LOCKED,
};
private string filePath;

View File

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@ -127,6 +157,26 @@ Tilemap:
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@ -207,6 +257,16 @@ Tilemap:
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m_TileSpriteArray:
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@ -220,14 +280,22 @@ Tilemap:
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