12,375 Commits over 3,742 Days - 0.14cph!
more ui stuff, hooked up results panel team name buttons
restored opportunity panel prefab on root UI object
more UI/modal shit.
more opportunity shit.
added a new Opportunity cash transaction type, gamble opportunity uses it
added mapid to LeagueFixtureResult protobuf, serialize it
set OpportunityGenerationChance to 0 until it works
refactored roster view tab UI to a new UITeamView, works for any team.
clicking teams in league now pushes a modal version
opportunity generation, definitions setup, placeholder UI screen, added to pre match events
wip opportunity definition stuff
escape or right mouse button now close cancellable modal windows.
added CareerDefines.ValuePerMark, added it to unit value calc.
placeholder unit detail view modal UI
career modal UI screens can now be set as cancellable or not
more career modal UI stack shit
added buttons to market/team view unit panels
added unit clicked career UI event
clicking a unit in roster or market pushes a modal panel for detailed unit view, clicking off removes it
wip career modal basic setup
moved PlayPlayerFixture logic out of career controller and into the CARunPlayerMatch action
implemented a new CareerAction system to handle weekly steps/actions/events to allow more flexibility.
Reworked all current functionality into new separate CareerAction classes that get executed in order.
moved movement range to unit tags
moved block values to unit tag system
reworked career unit init/construction
moved attack min/max damage to unit tag system.
updated attack damage UI calls to use unit property not attack def.
unit mark now gets set at unit db creation
unit mark now factored into repair cost
added starting league to CareerUnit, protobuf/serialize.
roster generation now pulls units from the correct starting league brackets.
reworked career unit database creation, now creates units per league
Removed results entry prefab from career UI scene
added CareerDefines.TotalTeamCount which gets set based on all leagues.
career unit database now generates the correct amount of unique units (1500)
CareerUnitMod now has a mark level, proto/serialized.
Only mods of mark <= to a unit can be applied
added SpawnTileFilter enum to control which team aligned spawn tiles we can show in the squad editor.
career mode squad editor now only shows player team spawn tile highlights.
added CareerUIUtils as a central place for formatting shit to be used in multiple places.
career unit type and mark now set through CareerUIUtils.GetUnitTypeAndMarkString()
added unit mark to careerunit.
protobuf and serialize it.
unit mods serialize with career saves.
removed test code.
CareerUnit protobuf/serialization of mods
added unit mod protobuf defs
CareerUnitMod and CareerUnitMods serialization
career UI unit buttons now fire click events.
career unit mod apply/remove.
career unit mods get applied at the start of matches.
for testing: clicking a unit in the roster lit applies a +5 health mod to it
added GameTagModifier (unit stat stuff, not gameobject)
career unit modifications wip
removed basic attack def from unit def as it's never used
added maxhealth unit tag
moved block side lookup from AttackUtils to unit
block now references unit property not def directly.