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Composable upgrades (vs hardcoded) #35

Merged
merged 16 commits into from
Sep 2, 2024
Merged

Composable upgrades (vs hardcoded) #35

merged 16 commits into from
Sep 2, 2024

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benvinegar
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Instead of having hard-coded upgrade functions (e.g. UpgradeDamage), moves to a composable model where upgrade paths/trees are represented using classes/game objects (e.g. RavenUpgradePath).

There's a bunch of other changes:

  • Introduces UpgradeManager, a top-level game manager added to the scene, which manages all the upgrade paths
  • Changes LevelUpUI to strictly manage the UI; upgrading logic is moved to UpgradeManager
  • Weapons don't enter the scene until they've been upgraded to Level 1
  • Dart now starts at Level 1 (since it is the default weapon) and loses an upgrade level as a result
  • Removes UpgradeType and other now-deprecated textual types for upgrades - they are no longer necessary

@benvinegar benvinegar merged commit 596e512 into main Sep 2, 2024
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@benvinegar benvinegar deleted the refactor-upgrades branch September 2, 2024 13:36
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