3,355 Commits over 972 Days - 0.14cph!
added CareerCreationParams, fill it out in career creation, passed to Career.CreateNew()
some career creation limits/validation
setup player team name/manager name
sort kit colour picker by kit definition id
team name / manager name inputs set to Name type
more career creation customisation wip.
career start news item now includes manager name.
set create button enabled flag to false when creation data is invalid
bail out early in career load when we're just grabbing info for save slot preview (don't run any init actions etc)
moved career and logo generation to coroutines.
added progress bar to career creation.
UI is fucked.
reworking some career league/team generation stuff in prep for career balancing work
Reworked team ratings, they're not randomised numbers anymore. Now calculated from sum of unit stats.
Pressing shift at career creation when in unity editor will now fill manager/team new with default values instead of blank (fixes a logo crash when fast-creating)
merged stat tracking/graphing to main
merged everything to main
increased cash won per victory or defeat
generate movement mod slots too
create market units with empty random slots
health modifications from sources other than units (eg tile burn dmg) now trigger health change display
Market units are now created with empty mod slots.
Refactored some unit slot creation/fill code.
more mod slot refactor, slots now limited to a max of 1 movement mod.
Different prices per mod type.
Mod market value now caclulated correctly.
Unit market value now includes equipped mods.
Finally found and fixed the match outcome bug where it was really difficult to click the continue button somtimes. (fast forward button was blocking it if you end the match on your turn)
added generic UICacheList class, to handle instantiating UI item lists and caching them, growing list as needed etc.
Move UIUnitList, UIUnitModSlots, roster view and market views to using UICacheList, so no instantating when switching tabs. Tabs now switch faster.
reworked UICareerLeagueTable to use UICacheList
reworked UICareerResultsTable to use UICacheList
Player league fixtures now get get reordered by team difficulty (so generally each match is harder than the previous)
Added LeagueFixture.GetAITeam()
hooked up career exit button, enabled it.
reworked career mode enter/enable logic, enter-exit-enter flow now works.
added a new opportunity outcome type: OODurability - modifies the durability of a random unit in the player's roster.
added a Mechanic opportunity using the new durability outcome. Gain or lose.
increased the amount of cash won or lost by the Gamble opportunity.
added UnitRoster.GetRandomUnit()
refresh roster unit list when adding a mod to a unit in unit view
sound effect for equipping mods
audio for player cash transactions
reduced default music volume
news item for new unit purchase
NewsItem can now take a CareerUnit parameter too.
NewsItem serialization for unit ref.
Clicking a news item with a unit reference will now push a unit view on to the UI stack for that unit.
news item for mod purchases
fix for continbue button in career match outcome taking you back to career save slot screen
reworked opportunity generation form being a % chance every week, to a random interval.
serialze next opportunity trigger week with career.
opportunity outcomes now generate specific news items
wip end of season ui/code
basic end of season panel functionality
added UIButton and audio defs to a bunch of buttons in logo creator
merged new continue/squad/play button flow to main