Merge in CGD/gather-and-defend from progress_worldmap to main
* commit '25d574714f32e7eec33f90451d2054cb643722ff':
add the save and unlock next level after finishing anyone
Merge in CGD/gather-and-defend from prog/fix_detection_range to main
* commit '4568c350bfec91842dc9a8fe0917798fbfce7dda':
toggle collider in coroutine instead of script
fix detection range
Merge in CGD/gather-and-defend from origin/feature/berriesInteractions to main
* commit '2ec32f883236a3eb4755287737f6dd1830827efc':
fixes to berry harvesting
- Déplacement des données de la case des buissons de baies; - Correction de la case des buissons pour qu'on puisse mettre des unités dessus.
Création et implémentation des baies. Couramment, donne de la nourriture, mais pourra probablement donner des baies plus tard.
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