Merge in CGD/gather-and-defend from feature/waveGroupDelay to main
* commit '7edbec43b35029ebcd5391e36f868065a7fadd4e':
End groupSpawn delay
Start delay with for loop and breakTag
Merge in CGD/gather-and-defend from prog/fix_detection_range to main
* commit '937624f54fafd20cbc70dd752fa00314139ec795':
remove underscore
fix detection range
problem :
detection range didn't show anymore on placeholders
solution :
calculate detection range from collider's offset and size instead of it's bound
Merge in CGD/gather-and-defend from prog/population to main
* commit '6778880d5fed0d60c92f48995e62eca289bfaec3':
reset resources for real each level loading
oops forgot some staging
population mechanic with art
- added art for house and UI
- put population in ResourceManager
- create house prefab
- added code for adding and removing pop depending on entity
- refactor harvesters so they inherit from ally
- modify placeholders and buttons so that only units cost population
- add events for population and resources changing
- add population relative configs to global config
- add start resources values to Levels
- add debug feature for generating resources for free
Merge in CGD/gather-and-defend from design/addedBasicSounds to main
* commit 'b8d4907efb345017630f546155ea4cd19e300413':
Removed useless script
Added some basic sounds including ambiant and res collection; Fixed level retry not working
Merge in CGD/gather-and-defend from design/baseLevelConfigsAndBalance to main
* commit '5211bd9ae94564c81098c190821acd2a459083db':
Fix spawn configs and levels to spawn ok amount of enemies
Added smolEye
Playing around with level configs and balanced units
Merge in CGD/gather-and-defend from feature/waveGroup to main
* commit 'c57417a583816bcd1c3d33a8422c5c91275d0377':
PR corrections
Updated wave config
Finished group spawn
Start group spawn
Finished group spawn
Start group spawn
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)
Merge in CGD/gather-and-defend from prog/load_level_transition to main
* commit '8adc563d47b55bdd37fede8466d0b455d6ecd49c':
make transition fool proof
repair camera calibrating + finish adding configs
added some doc + some global configs
ajout de transition avant de loader le level
Merge in CGD/gather-and-defend from art/basicMonster to main
* commit '8ac8a90af7a5dfa7ecd29083a60f8ec1d65ac7b4':
Fix walk anim and center monster
Added basicMonster
problème :
Il y avait plusieurs manières de faire planter le loading screen en appuyant sur des boutons
changements:
- turn off buttons when loading screen is active
- turn on buttons when loading screen is not active
- add event aggregator class to project and migrate every event to it
- fix bugs and regressions
besoin :
- le level était loadé directement au moment de cliquer dans le level selector ce qui n'est pas très fenshui
solution :
- fade out avec nuages
- les tuiles tombent à leur place au lieu d'apparaitre toutes en même temps
Merge in CGD/gather-and-defend from origin/feature/ChangeGameSpeed to main
* commit '059b6d5bd84b3f07963f222f575a61c7dc7b86a2':
Correction du nom d'une méthode.
Ajout du menu pause et de son interface.
- Ajout d'une fonction qui met le jeu en pause.
- Implémentation d'une méthode pour accèler le jeux pendant un partie;