1afc78d64f
Code fix to make sure towers are flush with the ground
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This may need to be changed later if we have any towers that have visuals that go underneath the ground. Right now that won't work, but we also don't have anything like that.
2026-06-25 11:36:31 -07:00
7b93137216
Feature: per-tower construction-phase build bisuals
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Adding the correct pipeline for creating the different building phases for towers. Adding a default set with primitive cubes.
2026-06-25 11:33:23 -07:00
a87b221d87
Refactor: Remove TowerRegistry, replicate towers by TypeID
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Removing redundant workflow and making sure there's just once source of truth for the list of available towers.
2026-06-25 11:21:43 -07:00
b0ca2e1d28
Merge branch 'feature/draft-system'
2026-06-24 00:27:03 -07:00
3ceebed8f6
Adding the bones of the drafting system by removing the wall and siege towers from the base set and adding them temporarily as choices for the draft. Also adding Project_Context and Project_Roadmap documents to use with Claude
2026-06-24 00:15:17 -07:00
a99570a29e
enemies face south
2026-06-23 23:10:34 -07:00
1d03689dad
Update WaveManager.cs
2026-06-23 22:52:24 -07:00
04d4167db6
Merge branch 'main' of https://git.marlboro-bc.duckdns.org/yeahweregames/UnityTowerDefense
2026-06-23 22:36:57 -07:00
49ce33b162
Merge pull request 'enemies spawn held in place' ( #5 ) from enemies-spawn-held-in-place into main
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Reviewed-on: #5
2026-06-23 22:28:07 -07:00
4e11842d3e
Merge branch 'main' of https://git.marlboro-bc.duckdns.org/yeahweregames/UnityTowerDefense
2026-06-23 22:27:37 -07:00
d685894878
Adding flying functionality for enemies
2026-06-23 22:27:35 -07:00
ff921080db
enemies spawn held in place
2026-06-23 22:21:32 -07:00
3f3ad71741
Merge pull request 'Adding new tower types and concept of tower deck' ( #4 ) from feature/tower-deck into main
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Reviewed-on: #4
2026-06-23 22:00:26 -07:00
117c77b4a8
Adding new tower types and concept of tower deck
2026-06-23 21:55:12 -07:00
54f11d91ff
remove chunk size - it's always 10% of wave size
2026-06-23 21:42:01 -07:00
f301d7ade9
Y offsets to spawning
2026-06-23 21:32:05 -07:00
53e7fc78a7
enemies spawn with offsets in positions and animations
2026-06-23 21:16:12 -07:00
b772a7d4a2
purchase buffs menu works
2026-06-23 19:57:38 -07:00
f32dbfae78
add wiring for offensive buffs
2026-06-23 19:57:35 -07:00
Ben Calegari
04ead32846
Paint towers with some the colors of the wind
2026-06-03 00:00:14 -07:00
6b87e03a17
change activeDef to activeTowerDefinition so dummies like me can read the code
2026-06-02 22:25:44 -07:00
1d3857cb00
CancelPlacement -> ExitPlacementMode, also it's not public anymore
2026-06-02 22:08:08 -07:00
e33898c671
builder doesn't de-select after building a tower
2026-06-02 21:44:23 -07:00
a911d0f13e
Adding a ton of materials and textures, and adding terrain!
2026-05-26 23:59:57 -07:00
3568936359
Adding the massive creature pack and the third wave definition
2026-05-25 19:50:07 -07:00
3dcc0e7edd
Updating HUD, Gold Config, and finishing off Play flow for 9player map.
2026-05-22 12:18:23 -07:00
a7be12fa9b
Adding 9 Player level
2026-05-21 23:36:19 -07:00
fdada6f132
Adding new Races, Main Menu -> Lobby flow, and what's needed to set up multiplayer testing.
2026-05-17 23:31:02 -07:00
60fa58b07f
Comitting lobby code without testing.
2026-05-15 14:30:15 -07:00
66f84652dc
Everything related to chat functionality, and updating the projectile prefab to rotate properly
2026-05-15 13:40:13 -07:00
f6cc6a7102
Adding Text Mesh Pro, new enemies, new enemy waves, new HUD functionality, New animators, a retry function, and floating text for gold earned and lives lost.
2026-05-13 17:39:16 -07:00
3287e8ea43
We've got enemies and movement!!
2026-05-12 22:18:23 -07:00
42ee0bf65d
Adding major combat changes and features
2026-05-12 21:31:10 -07:00
abcefcd7f1
Adding Match State controller
2026-05-12 10:31:23 -07:00
c100db52e5
Major updates to the HUD and selectable objects
2026-05-11 23:57:35 -07:00
bc557af624
Finish Phase 1.2 HUD: selection wiring, command grid context, build progress bar
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- Builder.DisplayName: stub property ("Builder (P{n})") for portrait label; swaps
to real player name when MatchState lands in Phase 1.3
- HUDController: subscribe SelectionState.OnSelectionChanged in OnEnable/OnDisable;
HandleSelectionChanged drives portrait label + grays out command grid when nothing
is selected; Start() seeds initial state in case builder auto-selected before Start
- BuildSiteVisual: ComputeProgressNormalized() public API ([0,1], safe on any client);
OnNetworkSpawn spawns a non-networked BuildProgressBar child
- BuildProgressBar: new world-space uGUI Canvas bar; green while Constructing, yellow
while Paused, hidden while Queued; billboards to Camera.main each LateUpdate;
auto-destroyed when parent BuildSiteVisual despawns
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-11 18:03:34 -07:00
6c37e569ab
Minimap!
2026-05-10 22:26:55 -07:00
f7720a9915
Adding HUD!
2026-05-08 21:40:15 -07:00
ab35ad0e32
Swapping cylinder for default human and adding animation states
2026-05-05 23:23:32 -07:00
f05734e19b
Adding a ton of funcitonality to the builder's movement and build queue
2026-05-05 22:01:40 -07:00
a63cce53e2
Adding tons of new functionality
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Decals, ghost textures, placement functionality, builder stub ins, a new camera system, and more.
2026-05-04 00:01:30 -07:00
56dc775c68
More major updates to tools, added map area volume, made gold manager network managed per player.
2026-05-01 15:18:44 -07:00
b44eeaeeff
Major changes to editor tools, and adding new layer for buildable towers
2026-05-01 10:50:03 -07:00
3cd4bada37
Removing debug log from gold manager
2026-04-23 22:49:08 -07:00
9369763df5
Adding Gold Manager with initial network setup
2026-04-23 22:44:45 -07:00
048e618f1e
Reorganizing Project Folder Structure
2026-04-23 21:24:23 -07:00