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
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9 changed files with 1556 additions and 30 deletions
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@ -10,11 +10,6 @@ namespace Core.Runtime
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public class GameManager: BaseMonobehaviour
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{
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/*
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* Appel depuis ici
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* Localization => A FAIRE
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*/
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#region Publics
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public static GameManager Instance { get; private set; }
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@ -152,6 +147,11 @@ namespace Core.Runtime
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LocalizationSystem.Instance.LoadLanguage(CurrentLanguage);
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}
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void Start()
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{
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Debug.Log("Chemin des sauvegardes : " + Application.persistentDataPath);
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}
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#endregion
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@ -12,11 +12,14 @@ namespace GameUI.Runtime
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{
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#region Unity API
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private void Start()
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void OnEnable()
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{
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AdventurerSignals.OnPortraitCaptured += OnPortraitCapturedHandler;
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AdventurerSignals.OnRefresh += DisplayAdventurers;
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}
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private void Start()
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{
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foreach (var txt in GetComponentsInChildren<TMP_Text>())
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{
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txt.text = LocalizationSystem.Instance.GetLocalizedText(txt.text);
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@ -26,7 +29,7 @@ namespace GameUI.Runtime
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}
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private void OnDestroy()
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private void OnDisable()
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{
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AdventurerSignals.OnPortraitCaptured -= OnPortraitCapturedHandler;
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AdventurerSignals.OnRefresh -= DisplayAdventurers;
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@ -33,21 +33,16 @@ namespace GameUI.Runtime
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void OnDisable()
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{
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// Intentionally left empty during debug to validate first-open rendering.
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// (We avoid destroying children here to keep the list intact between toggles.)
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//
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}
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IEnumerator OpenRoutine()
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{
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Info("On rentre dans la routine <OpenRoutine>");
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// Defer one frame to let Canvas/Scaler/Mask finish their activation cycle
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yield return null;
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// Generate only if empty (prevents duplicate spawns on reopen)
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if (_content != null && _content.childCount == 0)
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{
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Clear();
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GenerateAdventurer(20);
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}
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GenerateAdventurer(20);
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// Wait until end of frame to ensure instantiated elements are present before forcing layout
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yield return new WaitForEndOfFrame();
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@ -1,3 +0,0 @@
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fileFormatVersion: 2
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guid: 6316a3aa107e4d8ba4cd0a842e60caa6
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timeCreated: 1754590062
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