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5 Commits

Author SHA1 Message Date
TheWulfRick
9bffa85ace Setting up for the in level part 2025-09-30 10:12:02 -04:00
TheWulfRick
1e52a548ad Merge branch 'main' into feature/skill_tree 2025-08-31 12:16:55 -04:00
TheWulfRick
1f3c389909 I'm finally back 2025-08-31 12:14:48 -04:00
TheWulfRick
5017fe7ac5 SkillTreeSO WIP (i hate the GameAssembly (;-;) ) 2024-11-14 11:01:21 -05:00
Felix Boucher
6826eada7a skill tree visuals and functions start 2024-03-13 16:08:40 -04:00
66 changed files with 6738 additions and 24 deletions

56
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@ -24,6 +24,7 @@ MonoBehaviour:
allyAttackSpeedMultiplier: 1
allySpeedMultiplier: 1
allyRangeMultiplier: {x: 1, y: 1}
skillID: 0
basePopulation: 5
populationGivenPerHouse: 10
populationCostPerUnit: 1

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@ -2,7 +2,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Ally : Entity
public abstract class Ally : Entity
{
public override float DamageMultiplier => GlobalConfig.Instance.Current.allyDamageMultiplier;
public override float AttackSpeedMultiplier => GlobalConfig.Instance.Current.allyAttackSpeedMultiplier;
@ -10,6 +10,8 @@ public class Ally : Entity
public override Vector2 RangeMultiplier => GlobalConfig.Instance.Current.allyRangeMultiplier;
public override float SpeedMultiplier => GlobalConfig.Instance.Current.allySpeedMultiplier;
public float PopulationCost => GlobalConfig.Instance.Current.populationCostPerUnit;
public int skillID => GlobalConfig.Instance.Current.skillID;
public SkillSO[] otherSkills;
public override void Update()
{
@ -50,4 +52,6 @@ public class Ally : Entity
base.LevelDestroy();
if (this is not Building) ResourceManager.Instance.CurrentPopulation -= PopulationCost;
}
}
}

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@ -5,6 +5,18 @@ using UnityEngine;
public class Archer : Ally
{
public enum SkillArcher{
FireArrow = 0,
PoisonArrow = 1
}
public SkillArcher skillArcher = 0;
public GameObject fireArrow;
public GameObject poisonArrow;
float fireDamage = 5;
float poisonDamage = 5;
public override void Start()
{
base.Start();
@ -19,6 +31,21 @@ public class Archer : Ally
}
public void ChangeProjectile(GameObject gameObject)
{
}
public void activateSkill(Ally ally){
if(PlayerPrefs.GetInt("Skill " + skillArcher) == 1){
Debug.Log("Fire Arrow");
}
if (PlayerPrefs.GetInt("Skill " + 1) == 1){
Debug.Log("Poison Arrow");
}
}
void AttackEnemy()
{

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@ -0,0 +1,34 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ArcherFireArrowSkill : SkillSO
{
public GameObject fireArrow;
public GameObject poisonArrow;
float fireDamage = 5;
float poisonDamage = 5;
// Start is called before the first frame update
void Start()
{
// activateSkill(this);
}
public void activateSkill(Ally ally){
if(PlayerPrefs.GetInt("Skill " + 0) == 1){
Debug.Log("Fire Arrow");
// ally.otherSkills[0] = this;
}
if (PlayerPrefs.GetInt("Skill " + 1) == 1){
Debug.Log("Poison Arrow");
}
}
// Update is called once per frame
void Update()
{
}
}

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@ -1,3 +1,4 @@
using UnityEditor.Graphs;
using UnityEngine;
public class GlobalConfig : SingletonBehaviour<GlobalConfig>

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@ -26,6 +26,9 @@ public class GlobalConfigFile : ScriptableObject
public float allySpeedMultiplier = 1;
public Vector2 allyRangeMultiplier = Vector2.one;
[Header("Skills")]
public int skillID;
[Header("Population")]
public int basePopulation = 5;
public int populationGivenPerHouse = 5;

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@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class KnightHolySkill : SkillSO
{
float holyHealing = 5;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -9,7 +9,6 @@ public abstract class LevelObject : MonoBehaviour, ILevelObject
{
public Vector3 Position { get => transform.position; protected set => transform.position = value; }
public string Name { get => name; protected set => name = value; }
public bool IsCollidable
{
get

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@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SkillSO : ScriptableObject
{
private int _skillID;
public int skillID => _skillID;
}

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@ -0,0 +1,15 @@
using System.Collections.Generic;
using System;
using UnityEngine;
[Serializable]
public class SkillTreeEffect
{
[SerializeField]
private string _stat;
[SerializeField]
private float _modifier;
public string Stat => _stat;
public float Modifier => _modifier;
}

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@ -0,0 +1,42 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class SkillTreeInfoDisplay : MonoBehaviour
{
public GameObject displayPfb;
public TextMeshProUGUI displayName;
public TextMeshProUGUI description;
// public TextMeshProUGUI effectTxt;
public TextMeshProUGUI priceTxt;
// Start is called before the first frame update
void Start()
{
displayPfb = this.gameObject;
displayName = displayPfb.GetComponentsInChildren<TextMeshProUGUI>()[0];
description = displayPfb.GetComponentsInChildren<TextMeshProUGUI>()[1];
// effectTxt = displayPfb.GetComponentsInChildren<TextMeshProUGUI>()[3];
priceTxt = displayPfb.GetComponentsInChildren<TextMeshProUGUI>()[2];
}
public void RemoveData(){
displayName.text = "";
description.text = "";
// effectTxt.text = "";
priceTxt.text = "";
}
public void DisplayData(SkillTreeItem _data){
displayName.text = _data.DisplayName;
description.text = _data.Description;
// effectTxt.text = "";
// foreach(SkillTreeEffect effect in _data.Effects){
// effectTxt.text += "" + effect.Stat;
// }
priceTxt.text = "" + _data.Price;
}
}

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@ -0,0 +1,30 @@
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "Gather And Defend/Skill Tree Item")]
public class SkillTreeItem : ScriptableObject
{
[SerializeField]
private int _skillID;
[SerializeField]
private SkillSO _skillSO;
[SerializeField]
private string _displayName;
[SerializeField]
private string _description;
[SerializeField]
private List<SkillTreeEffect> _effects;
[SerializeField]
private int _price;
[SerializeField]
private List<SkillTreeItem> _prerequisites;
public int SkillID => _skillID;
public SkillSO SkillSO => _skillSO;
public string DisplayName => _displayName;
public string Description => _description;
public IReadOnlyList<SkillTreeEffect> Effects => _effects;
public int Price => _price;
public IReadOnlyList<SkillTreeItem> Prerequisites => _prerequisites;
}

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@ -0,0 +1,60 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using TMPro;
using UnityEditor.SearchService;
public class SkillTreeItemDisplay : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
{
[SerializeField]
SkillTreeItem _data;
public SkillTreeItem Data { get => _data; set => _data = value; }
public SkillTreeInfoDisplay _displayInfo;
private RectTransform _rectTransform;
public SkillTreePopUpManager _popUpManager;
public GameObject _popUpConf;
private Vector2 size;
public List<UILineRenderer> RelatedLines { get; } = new();
private void Start()
{
_rectTransform = GetComponent<RectTransform>();
size = _rectTransform.sizeDelta;
_displayInfo = FindAnyObjectByType<SkillTreeInfoDisplay>();
_popUpManager = _popUpConf.GetComponent<SkillTreePopUpManager>();
_popUpConf.SetActive(false);
}
public void OnPointerExit(PointerEventData eventData)
{
RelatedLines.ForEach(line => line.Deselect());
_rectTransform.sizeDelta = size;
_displayInfo.RemoveData();
}
public void OnPointerEnter(PointerEventData eventData)
{
RelatedLines.ForEach(line => line.Select());
_rectTransform.sizeDelta = size * 1.05f;
_displayInfo.DisplayData(_data);
}
public void OnPointerClick(PointerEventData eventData)
{
if (PlayerPrefs.GetInt("skill " + _data.SkillID) != 0)
{
Debug.Log("Tu as déjà ce skill");
}
else
{
_popUpConf.SetActive(true);
_popUpManager.PressedSkill(_data);
Debug.Log("Clicked!");
}
}
}

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@ -0,0 +1,188 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using Unity.VisualScripting;
using UnityEngine.SceneManagement;
#if UNITY_EDITOR
using UnityEditor;
[CustomEditor(typeof(SkillTreeManager))]
public class SkillTreeManagerEditor : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
if (GUILayout.Button("Generate"))
{
(target as SkillTreeManager).Generate();
}
}
}
#endif
public class SkillTreeManager : MonoBehaviour
{
//[SerializeField]
//private
[SerializeField]
private float _lineColorVariation = 0.2f;
[SerializeField]
private float _lineOffset = 5f;
[SerializeField]
private float _lineThickness = 10f;
[SerializeField]
private Vector2 _startPositionOffset = new Vector2(200, 0);
[SerializeField]
Vector2 _distanceBetweenItems = Vector2.one * 200;
[SerializeField]
List<SkillTreeItem> _skillTreeItems;
[SerializeField]
GameObject _skillTreeItemPrefab;
[SerializeField]
GameObject _uiLineRendererPrefab;
[SerializeField]
GameObject _popUpConfigPrefab;
[SerializeField]
GameObject _skillTreeInfoItemPrefab;
[SerializeField]
Transform _nodeContainer;
[SerializeField]
Transform _lineContainer;
[Scene]
[SerializeField]
private string _skillTreeScene;
private List<SkillTreeItemDisplay> DrawColumn(List<SkillTreeItem> items, List<SkillTreeItemDisplay> created)
{
var testList = new List<SkillSO>();
var returnList = new List<SkillTreeItemDisplay>();
var ancestors = items.Max(current => GetAncestorCount(current));
for (int i = 0; i < items.Count; i++)
{
var item = items[i];
var comp = created.Find(x => x.Data == item);
if (comp)
{
returnList.Add(comp);
continue;
}
var x = _startPositionOffset.x + ancestors * _distanceBetweenItems.x;
var y = _startPositionOffset.y + _distanceBetweenItems.y * i - (items.Count / 2) * _distanceBetweenItems.y;
var pos = new Vector2(x, y);
var instance = Instantiate(_skillTreeItemPrefab, _nodeContainer.transform);
instance.GetComponent<RectTransform>().anchoredPosition = pos;
comp = instance.GetComponent<SkillTreeItemDisplay>();
comp.Data = item;
comp._popUpConf = _popUpConfigPrefab;
created.Add(comp);
returnList.Add(comp);
}
return returnList;
static int GetAncestorCount(SkillTreeItem item, int start = 0)
{
var max = start;
foreach (var ancestor in item.Prerequisites)
{
var count = GetAncestorCount(ancestor, start + 1);
if (count > max) max = count;
}
return max;
}
}
private void Start()
{
Generate();
SkillsManager.Instance._skillsList = _skillTreeItems;
}
public void LoadGameScene()
{
SceneManager.LoadScene(_skillTreeScene, LoadSceneMode.Single);
}
public void SkillResetBtn()
{
SkillsManager.Instance.ResetLists();
_skillTreeItems = SkillsManager.Instance.GetListOrigin();
foreach (SkillTreeItem i in _skillTreeItems)
{
PlayerPrefs.SetInt("Skill " + i.SkillID, 0);
if (PlayerPrefs.GetInt("Skill" + i.SkillID) == 0)
{
Debug.Log(PlayerPrefs.GetInt("Skill " + i.SkillID));
Debug.Log("Ce Skill à été reset!");
}
}
}
public void Generate()
{
foreach (Transform t in _nodeContainer) DestroyImmediate(t.gameObject);
foreach (Transform t in _lineContainer) DestroyImmediate(t.gameObject);
var dict = new Dictionary<int, HashSet<int>>();
var created = new List<SkillTreeItemDisplay>();
var choices = _skillTreeItems.FindAll(x => x.Prerequisites.Count <= 0);
DrawColumn(choices, created);
for (int i = 0; i < created.Count; i++)
{
var current = created[i];
choices = _skillTreeItems.FindAll(x => x.Prerequisites.Contains(current.Data));
if (choices.Count <= 0) continue;
var column = DrawColumn(choices, created);
}
foreach (var node in created)
{
dict.TryAdd(node.Data.GetHashCode(), new());
Vector2 colorVariation = new Vector2(Random.value - 0.5f, Random.value - 0.5f) * _lineColorVariation;
var rect1 = node.GetComponent<RectTransform>();
var prereqs = created.FindAll(x => x.Data.Prerequisites.Contains(node.Data));
for (int p = 0; p < prereqs.Count; p++)
{
var prereq = prereqs[p];
if (dict[node.Data.GetHashCode()].Contains(prereq.Data.GetHashCode())) continue;
dict[node.Data.GetHashCode()].Add(prereq.Data.GetHashCode());
var rect2 = prereq.GetComponent<RectTransform>();
var delta = rect2.anchoredPosition - rect1.anchoredPosition;
var lineObj = Instantiate(_uiLineRendererPrefab, _lineContainer);
var line = lineObj.GetComponent<UILineRenderer>();
node.RelatedLines.Add(line);
prereq.RelatedLines.Add(line);
line.points.Clear();
line.points.Add(rect1.anchoredPosition + (p * _lineOffset - prereqs.Count * _lineOffset / 2) * Vector2.one);
line.points.Add(rect1.anchoredPosition + (p * _lineOffset - prereqs.Count * _lineOffset / 2) * Vector2.one + Vector2.right * delta.x / 2);
line.points.Add(rect2.anchoredPosition + (p * _lineOffset - prereqs.Count * _lineOffset / 2) * Vector2.one + Vector2.left * delta.x / 2);
line.points.Add(rect2.anchoredPosition + (p * _lineOffset - prereqs.Count * _lineOffset / 2) * Vector2.one);
line.transform.SetAsFirstSibling();
Color.RGBToHSV(line.color, out float H, out float S, out float V);
line.thickness = _lineThickness;
line.color = Color.HSVToRGB(H, S + colorVariation.x, V + colorVariation.y);
}
}
}
}

View File

@ -0,0 +1,11 @@
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@ -0,0 +1,42 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine.EventSystems;
using TMPro;
using UnityEngine;
using System;
public class SkillTreePopUpManager : MonoBehaviour
{
public SkillTreeItem skillItem;
public TextMeshProUGUI _confirmText;
public void PressedSkill(SkillTreeItem skillSelected)
{
skillItem = skillSelected;
_confirmText.text = "Êtes-vous sûr de vouloir selectionner " + skillSelected.DisplayName;
}
public void Validate()
{
if (PlayerPrefs.GetInt("Skill " + skillItem.SkillID) != 0)
{
Debug.Log("Déjà fait connard!");
}
else
{
Debug.Log("Skill " + skillItem.SkillID);
PlayerPrefs.SetInt("Skill " + skillItem.SkillID, 1);
SkillsManager.Instance.CheckSkill(skillItem);
SkillsManager.Instance.SetList();
gameObject.SetActive(false);
Debug.Log("Valider!");
}
}
public void OnRefuse()
{
skillItem = null;
gameObject.SetActive(false);
Debug.Log("Refuser!");
}
}

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@ -0,0 +1,72 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SkillsManager : MonoBehaviour
{
public static SkillsManager Instance { get; set; }
[SerializeField]
private List<SkillTreeItem> _skillsListOrigin;
public List<SkillTreeItem> _skillsList;
[SerializeField]
public List<SkillTreeItem> _skillsActivated;
private void Awake()
{
Instance = this;
DontDestroyOnLoad(this);
}
// Start is called before the first frame update
void Start()
{
ListCheckUp();
SetList();
}
private void ListCheckUp()
{
foreach (SkillTreeItem i in _skillsList)
{
CheckSkill(i);
}
}
public void ResetLists()
{
_skillsList = _skillsListOrigin;
_skillsActivated.Clear();
}
public void CheckSkill(SkillTreeItem i)
{
if (PlayerPrefs.GetInt("Skill " + i.SkillID) == 1)
{
_skillsActivated.Add(i);
}
if (_skillsListOrigin.Contains(i)) return;
else _skillsListOrigin.Add(i);
}
public void SetList()
{
foreach (SkillTreeItem k in _skillsActivated)
{
if (_skillsList.Contains(k))
{
_skillsList.Remove(k);
}
}
}
public List<SkillTreeItem> GetListOrigin()
{
return _skillsListOrigin;
}
}

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@ -0,0 +1,82 @@
using System.Collections;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using UnityEngine.UI;
public class UILineRenderer : Graphic
{
public List<Vector2> points = new List<Vector2>();
public float thickness = 10f;
float GetAngle(Vector2 source, Vector2 target)
{
return (float)(Mathf.Atan2(target.y - source.y, target.x - source.x)) * Mathf.Rad2Deg;
}
protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear();
if (points.Count < 2) return;
float angle = 0;
for (int i = 0; i < points.Count; i++)
{
Vector2 point = points[i];
if (i < points.Count - 1)
{
angle = GetAngle(points[i], points[i + 1]) + 45f;
}
DrawVertices(point, vh, angle);
}
for (int i = 0; i < points.Count - 1; ++i)
{
int index = i * 2;
vh.AddTriangle(index + 0, index + 1, index + 3);
vh.AddTriangle(index + 3, index + 2, index + 0);
}
}
void DrawVertices(Vector2 point, VertexHelper vh, float angle)
{
UIVertex vertex = UIVertex.simpleVert;
vertex.color = color;
vertex.position = Quaternion.Euler(0, 0, angle) * new Vector3(-thickness / 2, 0);
vertex.position += new Vector3(point.x, point.y);
vh.AddVert(vertex);
vertex.position = Quaternion.Euler(0, 0, angle) * new Vector3(thickness / 2, 0);
vertex.position += new Vector3(point.x, point.y);
vh.AddVert(vertex);
}
private Color previousColor;
public void Select()
{
previousColor = color;
color = Color.yellow;
transform.SetAsLastSibling();
}
public void Deselect()
{
color = previousColor;
}
#if UNITY_EDITOR
[MenuItem("GameObject/Gather and Defend/UILineRenderer")]
public static void CreateUILineRenderer()
{
var line = new GameObject("UILineRenderer");
line.transform.parent = Selection.activeTransform;
line.AddComponent<CanvasRenderer>();
line.AddComponent<UILineRenderer>();
EditorUtility.SetDirty(line);
}
#endif
}

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@ -8,6 +8,8 @@ public class WorldMapManager : MonoBehaviour
private string _loadingScreenScene;
[Scene][SerializeField]
private string _gameScene;
[Scene][SerializeField]
private string _skillTreeScene;
[SerializeField]
private GameObject[] _buttonList;
[SerializeField]
@ -87,4 +89,9 @@ public class WorldMapManager : MonoBehaviour
SceneManager.LoadScene(_loadingScreenScene, LoadSceneMode.Additive);
}
}
public void LoadSkillTreeScene()
{
SceneManager.LoadScene(_skillTreeScene, LoadSceneMode.Additive);
}
}

8
Assets/Skill Tree.meta Normal file
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