Refactor skill management and marketplace UI for improved functionality

This commit is contained in:
2025-06-19 16:37:31 +02:00
parent d73931dad4
commit 58eeef60dc
10 changed files with 202 additions and 45 deletions

View File

@@ -15,16 +15,20 @@ func try_unlock_skill(skill_data: SkillData) -> bool:
if not game_manager:
return false
if game_manager.is_skill_unlocked(skill_data.name):
if game_manager.is_skill_unlocked(skill_data):
return false
if not has_enough_coins(skill_data.cost):
return false
game_manager.remove_coins(skill_data.cost)
game_manager.current_session_state["skills_unlocked"].append(skill_data.name)
skill_manager.add_skill(skill_data)
skill_unlocked.emit(skill_data)
var skill: SkillData = skill_data
skill.level = 1
skill.is_active = true
game_manager.remove_coins(skill.cost)
game_manager.current_session_state["skills_unlocked"].append(skill)
skill_manager.add_skill(skill)
skill_unlocked.emit(skill)
return true
@@ -36,5 +40,25 @@ func unlock_all_skills() -> void:
skills.append(skill.name)
skill_unlocked.emit(skill)
game_manager.unlock_skills(skills)
game_manager.unlock_skills(available_skills)
skill_manager.apply_unlocked_skills()
func try_upgrade_skill(skill_data: SkillData) -> bool:
if not game_manager:
return false
if not game_manager.is_skill_unlocked(skill_data):
return false
if skill_data.level >= skill_data.max_level:
return false
if not has_enough_coins(skill_data.cost):
return false
game_manager.remove_coins(skill_data.cost)
skill_data.level += 1
skill_unlocked.emit(skill_data)
return true