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 bugfix/DetectionCollider to main
* commit '4c699f63c20645d4474a7cf1503aba64e360d793':
Changed detection layer to InvisibleToCamera
Merge in CGD/gather-and-defend from dev/unitUpgradeIntegration to main
* commit 'b0c3bf5ba1216d3aa7539cf73584c6915bac6fa6':
Add Scorpion unit; balance ranged units; balanced level13
added level 13
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)
Merge in CGD/gather-and-defend from bugfix/enemeisNotAttacked to main
* commit '823b1f5da8c6213424966f0536a9121614cceb7b':
Fixed allies sometimes not attacking by redoing the detection code
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 dev/tagsAndSortingOrder to main
* commit '507b2ce8e069ed105bb9bc6ac59a5aba39022750':
Null check so that buildings dont need an animator
Added missing Ally tags and sorting order type for enemies
Merge in CGD/gather-and-defend from origin/bugfix/enemyFarmOverlay to main
* commit 'c9e791633f7d91da852be5a4e4d8c31a39d9f5d4':
Increased the layer levels of the monsters currently in the game, making it so that they walk over the farm tiles instead of under.
Merge in CGD/gather-and-defend from origin/bugfix/BuildingsExludedFromPopulation to main
* commit '1fd249a0d2a7687ba203a899ca9ced8a12989e00':
Made it so that buildings are not counted in the total population count, and that the player can still place those, even when the maximum population has been reached.
Merge in CGD/gather-and-defend from art/unitUpgradeUISprites to main
* commit '58fc194bb8c57ac8f7771bc643b04f2e7634ef5a':
Add unitUpgrade UI sprites and prefab; Also added hpBars to buildings
Merge in CGD/gather-and-defend from origin/bugfix/FarmerTileRestriction to main
* commit '884d4a9ee6fb0bb68dccebb797b4617dc4cac1da':
Fixed issue where farmer can be placed on a non-resource tile.
Merge in CGD/gather-and-defend from design/finallyBalanceLevels to main
* commit '321d6bdff760ad7062b19189c6bb6f9f714a655d':
Balance level 1-6 and archer
Merge in CGD/gather-and-defend from feature/World2Map to main
* commit 'b5351f58ee6fbe53c28ac1efa75696e21b4c64ea':
- Ajouter deuxième île au menu de choix de niveau; - Ajouté boutons pour passer entre les deux îles.