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
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