Retire le UI du UnitTree quand on clique sur n'importe quoi d'autre
Co-authored-by: Ader Alisma 01 <adeder22@hotmail.com>
Reviewed-on: #9
Reviewed-by: EliaGingras1 <william-gin1@hotmail.com>
Reviewed-on: #16
Reviewed-by: EliaGingras1 <william-gin1@hotmail.com>
Co-authored-by: Adam Salah <adam-hamid.salah-salah.1@ens.etsmtl.ca>
Co-committed-by: Adam Salah <adam-hamid.salah-salah.1@ens.etsmtl.ca>
Reviewed-on: #11
Reviewed-by: Ader_Alisma <ader.alisma.1@ens.etsmtl.ca>
Co-authored-by: Adam Salah <adam-hamid.salah-salah.1@ens.etsmtl.ca>
Co-committed-by: Adam Salah <adam-hamid.salah-salah.1@ens.etsmtl.ca>
Co-authored-by: Adam <adam-hamid.salah-salah.1@ens.etsmtl.ca>
Co-authored-by: Adam Hamid Salah Salah <adam-hamid.salah-salah.1@ens.etsmtl.ca>
Reviewed-on: #8
Reviewed-by: Ader_Alisma <ader.alisma.1@ens.etsmtl.ca>
Co-authored-by: Craftelia <william-gin1@hotmail.com>
Co-committed-by: Craftelia <william-gin1@hotmail.com>
Les valeurs de productions sont boostées pour tester.
L'outline drag and drop doit être redimensionner manuellement dû à des contraintes d'ordre d'éxecution (l'outline est créé avant qu'on puisse modifier la taille dans un script).
L'art est placeholder.
Reviewed-on: #10
Reviewed-by: Ader_Alisma <ader.alisma.1@ens.etsmtl.ca>
Co-authored-by: Adam <adam-hamid.salah-salah.1@ens.etsmtl.ca>
Co-committed-by: Adam <adam-hamid.salah-salah.1@ens.etsmtl.ca>
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>
problème : le fait que les prix et les cooldowns étaient dans les game objects directement rendait le design compliqué
solution : créer un scriptable object pour contenir l'info des unit cards
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
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
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;
Level selector was already working after work by William but some small bugs remained to be fixed + it wasn't possible to return to level selector once we were in the level.
- it's now possible to go back to level selector from Level
- LevelManagerScript is no longer a singleton (this way, it resets with the Game scene unloading)
- Added a property drawer for using scene files in inspectors
problème :
- le harvester avait une apparence non-changeante dépendant du genre de ressource sur lequel il était placé.
solution :
- ajouter une logique qui change le prefab choisi dépendant de sur quelle tuile on place le harvester.
- also, quelques micro refactorings (changement de noms, ajout de doc)