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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:
UpgradeManager
, a top-level game manager added to the scene, which manages all the upgrade pathsLevelUpUI
to strictly manage the UI; upgrading logic is moved toUpgradeManager
UpgradeType
and other now-deprecated textual types for upgrades - they are no longer necessary