correction du bug d'affichage des aventuriers dans le panel de recrutement. Il y a desormais bien 20 aventuriers generes. ajustement bouton et texte dans le panel de creation de partie

This commit is contained in:
toine 2025-10-01 13:07:11 +02:00
parent ccf63574e4
commit 2ab20b0e8c
9 changed files with 1556 additions and 30 deletions

File diff suppressed because one or more lines are too long

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@ -10,11 +10,6 @@ namespace Core.Runtime
public class GameManager: BaseMonobehaviour
{
/*
* Appel depuis ici
* Localization => A FAIRE
*/
#region Publics
public static GameManager Instance { get; private set; }
@ -152,6 +147,11 @@ namespace Core.Runtime
LocalizationSystem.Instance.LoadLanguage(CurrentLanguage);
}
void Start()
{
Debug.Log("Chemin des sauvegardes : " + Application.persistentDataPath);
}
#endregion

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@ -12,11 +12,14 @@ namespace GameUI.Runtime
{
#region Unity API
private void Start()
void OnEnable()
{
AdventurerSignals.OnPortraitCaptured += OnPortraitCapturedHandler;
AdventurerSignals.OnRefresh += DisplayAdventurers;
}
private void Start()
{
foreach (var txt in GetComponentsInChildren<TMP_Text>())
{
txt.text = LocalizationSystem.Instance.GetLocalizedText(txt.text);
@ -26,7 +29,7 @@ namespace GameUI.Runtime
}
private void OnDestroy()
private void OnDisable()
{
AdventurerSignals.OnPortraitCaptured -= OnPortraitCapturedHandler;
AdventurerSignals.OnRefresh -= DisplayAdventurers;

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@ -33,21 +33,16 @@ namespace GameUI.Runtime
void OnDisable()
{
// Intentionally left empty during debug to validate first-open rendering.
// (We avoid destroying children here to keep the list intact between toggles.)
//
}
IEnumerator OpenRoutine()
{
Info("On rentre dans la routine <OpenRoutine>");
// Defer one frame to let Canvas/Scaler/Mask finish their activation cycle
yield return null;
// Generate only if empty (prevents duplicate spawns on reopen)
if (_content != null && _content.childCount == 0)
{
Clear();
GenerateAdventurer(20);
}
GenerateAdventurer(20);
// Wait until end of frame to ensure instantiated elements are present before forcing layout
yield return new WaitForEndOfFrame();

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@ -1,3 +0,0 @@
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@ -2072,7 +2072,6 @@ MonoBehaviour:
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m_Name:
m_EditorClassIdentifier:
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propertyPath: _photoStudio
value:
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@ -510,6 +510,10 @@ PrefabInstance:
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value: TitleScreen
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@ -11,6 +11,7 @@
"com.unity.render-pipelines.universal": "17.0.3",
"com.unity.test-framework": "1.4.6",
"com.unity.timeline": "1.8.7",
"com.unity.toolchain.linux-x86_64": "2.0.10",
"com.unity.ugui": "2.0.0",
"com.unity.visualscripting": "1.9.5",
"com.unity.modules.accessibility": "1.0.0",

View file

@ -166,6 +166,22 @@
"com.unity.searcher": "4.9.3"
}
},
"com.unity.sysroot": {
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"depth": 1,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
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"depth": 1,
"source": "registry",
"dependencies": {
"com.unity.sysroot": "2.0.10"
},
"url": "https://packages.unity.com"
},
"com.unity.test-framework": {
"version": "1.4.6",
"depth": 0,
@ -199,6 +215,16 @@
},
"url": "https://packages.unity.com"
},
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},
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