Releases: Unity-Environmental-University/Horticulture-Scripts
v0.5.2.01
Version 0.5.2.01 Hotfix
- Fix Build Pipeline
Version 0.5.2
⚙️ Lighting Issue Fix
- Updated to Unity 6000.4.6f1
- Fixed Lighting Issue on Windows with resolutions below 1440p
- Added PlayMode tests for shop purchase flows
- Porting changes
- Updated Depricated Functions
Full Changelog: v0.5.1-pre...v0.5.2.01
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v0.5.1-pre
Version 0.5.1
🛒 Shop & Economy Enhancements
- Refactored purchase logic:
- Improved
ShopObjectandShopClasseswith enhanced null safety - Added PlayMode tests for shop purchase flows
- Improved
- Introduced
EnvironmentUpgradeManager:- Integrated environment upgrades into gameplay
- Added purchase validation and test coverage
- Implemented serialization and restoration in
GameStateManager
- Bonus system updates:
- Added bonus system to
ScoreManager - Implemented rewards for surviving plants in
TurnController
- Added bonus system to
🐝 BeeBox & UI Updates
- Text and prefab updates:
- Added text to
BeeBoxand updated scene elements - Enhanced UI with tab usage for better navigation
- Added text to
- UI tweaks and fixes:
- Fixed font issues and made various UI adjustments
🔄 Gameplay Logic & Systems
- Enhanced null safety:
- Added null checks for
CardGameMaster.InstanceinBeeBoxshop item properties - Improved null safety and code readability in
TurnController
- Added null checks for
- Refactored logic:
- Fixed sticker destruction logic in
RestorePlayerStickersusingDestroyImmediate - Refactored
ClearDiscoveredCombinationsand extractedClearDiscoveryFileas a static method - Introduced
TreatmentEfficacyHandlerReflectionfor streamlined PlayMode tests
- Fixed sticker destruction logic in
📦 Package & Version Management
- Updated packages:
- Multiple updates to project packages, including DOTween
- Updated Unity version and project versioning
🗂️ Project Structure & Documentation
- File organization:
- Moved files around for better structure
- Documentation updates:
- Planning docs for reworking economy during later rounds
🎮 Discovery & Treatment Tracking
- Added Discovery Mode:
- Introduced treatment combination tracking and enhanced efficacy display logic for undiscovered treatment-affliction pairs
- Discovery state management:
- Implemented saving and loading of discovery state in
TreatmentEfficacyHandler
- Implemented saving and loading of discovery state in
What's Changed
- Introduce Discovery Mode with treatment tracking by @DonovanMontoya in #8
- Add Environment Upgrade System (BeeBox) by @DonovanMontoya in #9
Full Changelog: v0.5.0-pre...v0.5.1-pre
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Version 0.5.0
🃏 Card Management & Logic
- Improved card handling:
- Enhanced card deserialization and restore logic with better null handling
- Discarded
ILocationCardinClearAllSelectionsandDisablePlacedCardmethods for improved deck management - Recycled discard pile into action deck and addressed null handling in
DeckManager
- Refactored
winTextassignment inTurnControllerto prevent incorrect hits onTextMeshProGUI
🎨 Visuals & Assets
- Added new textures:
- Introduced
ladybugTexturesfor enhanced visual representation
- Introduced
- Implemented dynamic card image setup in:
ShopObjectDeckCardObject
🧪 Systems & Code Architecture
- Introduced reflection utilities and mock classes for improved play mode testing
- Removed deprecated tests to streamline the codebase
📦 Project Structure
- Package and version upgrade:
- Updated project version to 0.5.0
- General housekeeping and branch management updates
Full Changelog: v0.4.6-pre...v0.5.0-pre
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Version 0.4.6
Version 0.4.6
🃏 Deck Management & Organization
- Introduced
DeckOrganizerManager:- Overhauled deck and card logic for improved management
- Added
DeckDropZonefor enhanced UI interaction - Integrated deck saving functionality with
SetActionDeckandSetSideDeckmethods
- Refactored existing deck handling:
- Improved robustness and streamlined conditional logic in
DeckManager - Optimized cardholder initialization and null checks across multiple classes
- Added comprehensive Play Mode tests for
DeckOrganizerManagerandSideDeckTestsfor validation
- Improved robustness and streamlined conditional logic in
🌿 Treatment & Affliction Logic
- Enhanced treatment efficacy evaluation:
- Added average efficacy calculation and multi-affliction support
- Updated
EffectDurationfor non-permanentLadyBugstreatment from 3 to 4 turns - Improved handling of conflicts between
LadyBugsandInsecticidetreatments
- Refactored affliction treatment logic:
- Simplified conditions for
LadyBugsremoval and treatment-specific overrides
- Simplified conditions for
🎨 Visuals & Assets
- Added new assets:
- Introduced
LadyBugstreatment with updated efficacy and description - Added Ladybug assets for enhanced visual representation
- Introduced
- Scene updates:
- General updates to improve visual fidelity and user experience
🧪 Systems & Code Architecture
- Refactored core classes:
- Improved null reference checks and safeguarded method calls in
TurnController - Enhanced animation sequence robustness in
DeckManager - Implemented field spell placement logic in
PlacedCardHolder
- Improved null reference checks and safeguarded method calls in
- Documentation updates:
- Added Field Spell system documentation and navigation links
- Updated README for clarity and improved onboarding
🧪 Project Structure
- Version update:
- Updated project version to 0.4.6
- Miscellaneous:
- Removed debug entries and obsolete test cases for clarity and performance improvements
Full Changelog: v0.4.5-pre...v0.4.6-pre
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v0.4.5-pre
Version 0.4.5
🧩 Gameplay & Logic
- Enhanced treatment mechanics:
- Added negative treatment effect for
Spider-Mites - Introduced diminishing returns mechanic for
Urealocation card - Implemented non-spreadable afflictions support
- Added negative treatment effect for
- Refactored turn and deck management:
- Improved
PrepareNextRoundlogic inTurnController - Decoupled loss condition checks
- Refactored
DeckManagerandTurnControllerfor better animation handling and debugging - Updated card handling logic to prevent repeated effect application on the same plant
- Improved
🎨 Visuals & Assets
- Updated lighting and materials:
- Enhanced lighting settings and updated materials across various assets
- Added
Needs-Lightaffliction and its treatment, along with a newSunlightaction card - Implemented
Healing DroopandDeathanimations for all prefab animators
- UI improvements:
- Adjusted button order for popups to ensure accessibility
- Fixed text overflow issues on price flags and redraw buttons
🧪 Systems & Code Architecture
- Refined animation and debugging systems:
- Integrated robust timeout handling for animation sequences
- Added animation hook system for plant afflictions
- Improved debugging logs for missing animation parameters in
PlantController
- Updated analytics and tracking:
- Added analytics calls for round-end events, turn counts, and plant health stats
- Enhanced redraw button enable logic and analytics tracking
📚 Documentation & Testing
- Documentation updates:
- Improved and unified documentation across various systems
- Added comprehensive PlayMode tests for isolation card protection and plant price-boost system
- Testing enhancements:
- Added integration tests for
IsolateBasiccard spreading prevention - Standardized whitespace and formatting in PlayMode test scripts
- Added integration tests for
🗂 Project Structure
- Updated Unity version to 6000.3.0f1
- Incremented project version to 0.4.4
- Updated
.obsidian/workspace.jsonto reflect new active tabs and recently opened files
What's Changed
- Refactor - PlantHolder Object by @DonovanMontoya in #7
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Full Changelog: v0.4.4-pre...v0.4.5-pre
v0.4.4-pre
Version 0.4.4
🧩 Card Mechanics & Logic
- Enhanced location card functionality:
- Refactored turn processing to improve location card finalization and expiry logic
- Added diminishing returns mechanic for
Urealocation card with related tests - Fixed location card expiry logic and added play mode test for isolation card protection during final turn
- Improved infection level tracking:
- Added serialization and tests for infection levels, location card tracking, and isolation flags
🧠 Gameplay & Logic
- Refactored
DeckManagercard handling logic for better performance - Added play mode tests to ensure isolation card protection works correctly during critical game phases
🎨 Visuals & Assets
- Added new assets: Dehydrated and NeedsLight
- Configured for use in the scene to enhance gameplay experience
🧪 Code Quality & Documentation
- Fixed typos and clarified inline comments in various files:
SpotDataHolderPlantPriceBoostTests
- Improved overall code comments for better readability and maintenance
🧪 Project Structure
- Updated project version to 0.4.4
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v0.4.3-pre
Version 0.4.3
🌱 Plant Price & Card Systems
- Implemented plant price-boost system:
- Added per-level plant price boosts
- Comprehensive PlayMode tests and API documentation included
- Introduced
PlantCardCategoryenum:- Exposed
Categoryproperty onIPlantCard - Updated documentation and interface contracts accordingly
- Exposed
- Enhanced tracking for card effects:
- Added
_lastEffectedPlantfield to avoid repeated effect application - Updated
ApplyLocationEffectandApplyTurnEffectmethods for improved logic
- Added
🧠 Gameplay & Logic
- Refined plant death mechanics:
- Implemented plant death sequence with enhanced animation lookup
- Normalized death-sound playback
- Changed Needs Light affliction to use similar animation as dehydrated
- Added new redraw restrictions:
- Implemented Fibonacci-based redraw cost
- Updated analytics block reasons and expanded documentation on redraw rules
- Prevented card interactions during inspection:
- Updated
ToggleInspectto handle cinematic states
- Updated
🎨 Visuals & Assets
- Updated prefab animators:
- Added Healing Droop and Death animations to all relevant prefab animators
- Improved debugging:
- Added logs for missing animation parameters in
PlantController
- Added logs for missing animation parameters in
🧪 Systems & Code Architecture
- Cleaned up and refactored code:
- Simplified
ApplyLocationEffectlogic - Standardized terminology in plant death card-placement tests
- Removed redundant tests and unnecessary documentation
- Simplified
🗂️ Project Structure
- Updated ignore configuration and project version
- General cleanup and grammar fixes across the codebase
What's Changed
- Campaign Mode + Stability Features by @DonovanMontoya in #6
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Full Changelog: v0.4.2-pre...v0.4.3-pre
v0.4.2-pre
Version 0.4.2
🌱 Gameplay & Logic
- Affliction Management Enhancements:
- Added support for new afflictions:
NeedsLightandHydrationBasic - Introduced
Sunlightaction card and replaced the old Fertilizer location card withUrea - Implemented non-spreadable afflictions support
- Refactored affliction spreading logic and added
IsolateBasiccards to prevent spread - Updated treatment logic and cure amount constants for new cards
- Added support for new afflictions:
🎨 Visuals & Assets
- UI and Asset Updates:
- Added new visual configurations for retained cards
- Updated UI elements including Image and Text priority in
PopUpController - Implemented texture changes and updated UI table models
- Made greenhouse material lighter for improved aesthetics
🧪 Systems & Code Architecture
- Analytics and Documentation Improvements:
- Updated analytics naming conventions and added new flags for round-end events
- Enhanced
Redrawanalytics with context for rounds and turns - Added integration tests for
IsolateBasiccard spreading prevention - Improved null-check guards in
PopUpControllerand tightenedUIInputManagerhandling
🛠️ Project Structure
- Unity and Package Updates:
- Updated Unity to version 6000.2.10f1
- Refactored
PrivateData.cstoWebData.csfor better organization - Unified documentation folder and updated related documents
🔧 Bug Fixes & Maintenance
- Fixed issues with CardHolders not clearing after tutorial completion
- Resolved MealyBug name search issue for asset icons
- Addressed overflow in Tutorial Complete Textbox
🧪 Testing & Quality Assurance
- Implemented tutorial-action-deck support with comprehensive unit tests
- Enhanced turn sequencing logic and refined draw-hand logic for tutorial vs normal play
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Full Changelog: v0.4.1-pre...v0.4.2-pre
v0.4.1-pre
Version 0.4.1
🖥️ UI Enhancements
- Enhanced
CutsceneUIControllerwith null-checks for saferuiInputModulehandling - Updated scroll bar text for better user experience
🧩 Gameplay & Logic
- Deck and Card Management:
- Enhanced
DeckManagerandPlacedCardHolderwith improved null-checks and logging - Improved coroutine management in
TurnControllerand card classes for better performance
- Enhanced
🎨 Visuals & Assets
- Rendering Improvements:
- Changed renderers to utilize Forward Rendering, enabling the Outline Shader to function correctly
- Removed the "No Strip Outline Shader" implementation after reviewing documentation
🧪 Systems & Code Architecture
- Code Cleanup:
- Redacted unnecessary coroutine clearing attempts based on Unity's automatic handling
- Improved code formatting across various classes for better readability
📦 Project Structure
- Project Update:
- Moved project to version 0.4.1
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Full Changelog: v0.4.0-pre...v0.4.1-pre
v0.4.0-pre
Version 0.4.0
🧩 Card & Turn Management
- Refactored core components:
- Improved
TurnControllerandCardlogic for better performance - Enhanced
PlantEffectQueuehandling for more efficient processing
- Improved
- Added play mode tests for
CardHoldervisibility to ensure accurate representation of plant presence - Normalized card-holder visibility to align with plant states
🎨 Visuals & Assets
- New visual elements:
- Introduced color-coded efficacy display for treatments
- Added
EggandHearticons with dynamic material swapping scripts - Implemented temporary materials for
SpinosadandImidacloprid
- Updated efficacy display prefab to include a clock for enhanced user feedback
- Reimported and updated models for
robotic armandplacing plant downanimations
🧪 Systems & Code Architecture
- Added new card types for
fungus-gnatandspider-mite, including associated particle effects - Introduced new treatment cards:
ImidaclopridTreatmentandSpinosadTreatmentto prototype decks - Improved health bar configuration retrieval for better performance
🧪 Project Structure
- Version upgrade:
- Moved to version 0.4.0
- General project maintenance and cleanup:
- Moved documentation files for better organization
- Removed obsolete UI model testing files
🛠️ Bug Fixes & Improvements
- Fixed null shader defaults for
Spider MitesandFungus Gnatsafflictions to ensure shaders load correctly - Made adjustments to card display stand for improved aesthetics and functionality
📅 Timeline & Animation
- Edited timelines for various animations to enhance fluidity and synchronization
- Reimported and refined animation assets for better integration with gameplay mechanics
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Full Changelog: v0.3.23-pre...v0.4.0-pre