Added a list of traits to the enemies that the game will use to determine certain actions.
- The trait to have a 25% chance to dodge projectiles has been implemented.
Affiche un Tooltip d'une unité quand on hover sur l'unité
Inclus description et stats de l'unité
Co-authored-by: Ader Alisma 01 <adeder22@hotmail.com>
Reviewed-on: #6
Reviewed-by: EliaGingras1 <william-gin1@hotmail.com>
Merge in CGD/gather-and-defend from origin/feature/CastleUnitImplementation to main
* commit 'e36d43d69ab6aa1092511fbb237421785f3c25c7':
- Fixed an issue where the castle arrow couldn't fire at enemies in an angle, and only straight forward; - Modified the castle's infos so that it fires only 4 arrows per intervals instead of 5.
Implemented the basis for the castle unit, including having it shoot, the shooting range, and the upgrading logic.
Implemented Castle data to the game. The only thing it's missing is the attack pattern.
Merge in CGD/gather-and-defend from UpgradeIndividuel to main
* commit '196740676df3a8b2b1cfa877b0b61dabdda497e0':
Permettre 1 à 3 upgrades
Suppression debug logs
Revert UI
Utilisation du UI d'Élia
Ajout ScriptableObject pour UnitUpgrades
Affichage bouttons interactifs + Suppression dummy gameobjects in Game scene
Debuggins
Change l'unité par l'upgrade choisi
Début lien entre upgradeUI et Unité
Rendu UpgradePlacementButton.cs indépendant des héritages de UnitPlacementButtons.
Prefab UpgadeButtons, utilisation de EventSystems pour clique sur unités.
Tentative d'associer le clique utilisateur à une position sur le jeu
Merge in CGD/gather-and-defend from art/swordsmanArt to main
* commit '82a76c418054f1527f6c6a40723551ba45f40173':
Change range so it maybe unbugs the swords users; Also balance costs of units and cooldowns
Added swordsman and renamed the knight
Merge in CGD/gather-and-defend from art/millAndPeasantCard to main
* commit 'ee5cf003b0fd0b4d5b03334f514649d04b96adf3':
Added animated mill and peasant card!
#Le besoin addressé par le commit
les unités et bâtiments devrait avoir un temps de cooldown avant de pouvoir être spawné à nouveau
#Comment le besoin est-il addressé? (modifications)
les unités et bâtiments prennent maintenant 3 secondes avant de redevenir interactif après avoir été spawné
Merge in CGD/gather-and-defend from feature/delete_button to main
* commit '27d329df7170a12e850d11355ccd33118a94fb7e':
fix unit cost not working anymore
working delete feature + placeholder refactor
refactor placement buttons to accomodate delete
update database for prefabs and scriptableobjects
add delete button
Merge in CGD/gather-and-defend from progress_worldmap to main
* commit '25d574714f32e7eec33f90451d2054cb643722ff':
add the save and unlock next level after finishing anyone