Behavior choice complete
omg ça marche juste la défense il faut une reine mais en vrai c'est pas grave
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11 changed files with 1295 additions and 15 deletions
1064
Assets/Prefabs/Behavior Choice.prefab
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1064
Assets/Prefabs/Behavior Choice.prefab
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7
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61
Assets/Scripts/BehaviorChoice.cs
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61
Assets/Scripts/BehaviorChoice.cs
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@ -0,0 +1,61 @@
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using UnityEngine;
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public class BehaviorChoice : MonoBehaviour
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{
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public GameObject chosenUnit;
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public void Neutral()
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{
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if (chosenUnit.GetComponent<OffensiveBehaviour>() != null)
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{
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Destroy(chosenUnit.GetComponent<OffensiveBehaviour>());
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}
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if (chosenUnit.GetComponent<DefensiveBehaviour>() != null)
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{
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Destroy(chosenUnit.GetComponent<DefensiveBehaviour>());
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}
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if (chosenUnit.GetComponent<NeutralBehaviour>() == null)
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{
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chosenUnit.AddComponent<NeutralBehaviour>();
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this.gameObject.SetActive(false);
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}
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}
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public void Offensive()
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{
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if (chosenUnit.GetComponent<NeutralBehaviour>() != null)
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{
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Destroy(chosenUnit.GetComponent<NeutralBehaviour>());
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}
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if (chosenUnit.GetComponent<DefensiveBehaviour>() != null)
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{
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Destroy(chosenUnit.GetComponent<DefensiveBehaviour>());
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}
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if (chosenUnit.GetComponent<OffensiveBehaviour>() == null)
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{
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chosenUnit.AddComponent<OffensiveBehaviour>();
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this.gameObject.SetActive(false);
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}
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}
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public void Defensive()
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{
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if (chosenUnit.GetComponent<NeutralBehaviour>() != null)
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{
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Destroy(chosenUnit.GetComponent<NeutralBehaviour>());
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}
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if (chosenUnit.GetComponent<OffensiveBehaviour>() != null)
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{
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Destroy(chosenUnit.GetComponent<OffensiveBehaviour>());
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}
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if (chosenUnit.GetComponent<DefensiveBehaviour>() == null)
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{
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chosenUnit.AddComponent<DefensiveBehaviour>();
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this.gameObject.SetActive(false);
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}
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}
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}
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2
Assets/Scripts/BehaviorChoice.cs.meta
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2
Assets/Scripts/BehaviorChoice.cs.meta
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fileFormatVersion: 2
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guid: c6efd77ab92bc124d94cdd0f63dc60f3
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@ -1,11 +1,15 @@
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.AI;
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public class UnitPlacement : MonoBehaviour
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public class ShopCanvas : MonoBehaviour
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{
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[SerializeField] private Camera _camera;
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public Vector3 lastPosition;
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[SerializeField] private LayerMask placementLayer;
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[SerializeField] private LayerMask behaviorLayer;
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[SerializeField] private GameObject behaviorMenu;
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public Vector3 MapPosition()
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{
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return lastPosition;
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}
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private void Update()
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{
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if (Input.GetMouseButtonDown(1))
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{
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Vector3 mousePos = Input.mousePosition;
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mousePos.z = _camera.nearClipPlane;
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Ray ray = _camera.ScreenPointToRay(mousePos);
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RaycastHit hit;
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if (Physics.Raycast(ray, out hit, 100, behaviorLayer))
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{
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GameObject unite = hit.transform.GameObject();
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behaviorMenu.SetActive(true);
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behaviorMenu.GetComponent<BehaviorChoice>().chosenUnit = unite;
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}
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}
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}
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}
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@ -18,7 +18,7 @@ public class GameManager : MonoBehaviourSingletonPersistent<GameManager>
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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GoNextLevel();
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}
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// Update is called once per frame
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@ -9,7 +9,7 @@ public class UnitButton : MonoBehaviour
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[SerializeField] GameObject unitPrefab;
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[SerializeField] UnitPlacement unitPlacement;
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[SerializeField] ShopCanvas unitPlacement;
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public event Action OnClicked, OnExit;
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@ -1,19 +1,17 @@
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using TMPro;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public class WinCanvas : MonoBehaviour
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{
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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[SerializeField] TextMeshProUGUI time;
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[SerializeField] GameObject gameUI;
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void Start()
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{
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time.text = gameUI.GetComponent<GameUI>().time.ToString();
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void NextLevel()
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{
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