1,377 Commits over 578 Days - 0.10cph!
- Added a button to title screen to wipe save data incase of bugs
- Can now quit to menu from game. Game saves on quit. Shouldn't be able to save between missions eventually, but for now...
- Can now quit to desktop from title
- Added correct scenes to build list
- Title screen text changed to SPACE RUNTS instead of SPACE CUNTS
- Added a UIManager and moved screens over to that
- Gameplay screens are now automatically hidden/shown as other UI screens are displayed
- Player control is now disabled when in a fullscreen UI screen
- Lots of UI code changes
- Gameplay UI now has a working cash display
- Town portal now auto loads the current pipes dungeon test (Area1_TileSet) until I get the real mission/level loading working again with the new DunGen setup
- Shop upgrades now actually cost the player the cash values
- Pressing Y in the shop when UNITY_EDITOR awards 5000 cash to player for testing
- Shop UI player cash value is now hooked up to PlayerData
- Shop UI for upgrade levels
- Upgrade levels can be purchased (not linked to stats etc yet)
- Can now cycle through shop items with left-stick left/right
- Shop item panels now outline/scale when selected
- Shop items can be navigated (keyboard only atm)
- Changed mission portal text
- Refactored town interactable stuff
- Cleaned up town scene hierachy
- Shop and mission portal now use new interaction stuff
- More shop UI work
- Deleted a bunch of now unused town scripts
- Shop UI disabled correctly at startup
- More upgrades/shop + UI
- Shop UI WIP
- Upgrade work
- Folder tidy
- Mouse cursor is no longer hidden in editor
- Part 1 of refactoring skill definition/point XML definitions to be more generic so it can be used for shop/upgrades and anything else
- BaseMovement now has inspector value for floor check range. Defaults to 500 instead of 100
BaseMovement now has public value for how high to fly above any floor colliders
- Large view of minimap is now zoomed further out
- Added current cash value display to gameplay UI
- Removed old gameplay UI prefab
- Added Cash value to PlayerData
- Minimap and map rotation now matches the main camera's current rotation
- Disabled move direction lookahead until it's better
- Purged camera and all related
- Added Dungen from Asset store. @ezmeow
- Area variant spawning tool now sets the Fill prefabs as the first child to make them easier to find
- Area variant spawning tool now maintains Fill prefab links so they can be easily editted and applied back
- Started level creation tools
- Test scene for tools
- Rotor collision prefab update
- Enemy structures now have a square minimap indiciator to differntiate from ships/enemies
- Minimap in minimised mode is now zoomed further out
- Increased size of enemy indicators on mini map
- Made an AreaBuilder script that will fill an area/room with a "Fill" section from a bunch of variants
- MissionBuilder now calls Build() on all AreaBuilders in a level before spawning enemies
- Some test rooms/fillers
- Anythign with CameraPull script attached is now considered by the camera
- Entity animation states can now be customised and have a default set and states customised via inspector
- Made a room template with a gate that gets closed when entering and opens when all turrets are destroyed
- Made a placeholder pipes-gate opening/closing animation
- New pipes gate prefab
- Set up pipes gate animation controller to use the state setup for the animation trigger code
- Spinning rotor blades in Pipes areas now hurt the player
- Moved player death/deletion code to a central place
- More whitebox level work
- Moved control of enemy pack spawn count to the SpawnLocation component where it should have been all along, so enemy pack size can be controller per level instead of per-pack.
- Town now shows up on main camera