TowerDefense/Upgrades/Upgrade.gd
Varylios ef08992673 chore: improve UX + tower hitbox
- add tower hitbox
 - change selector icons
 - Cube selectable on map
2025-09-13 18:25:44 +02:00

59 lines
1.6 KiB
GDScript

extends Resource
class_name Upgrade
enum SCALE_TYPE { LINEAR, EXP, LOG }
enum UPGRADE_DIRECTION { INCREASE = 1, DECREASE = -1 }
@export var icon : Texture2D = preload("res://Assets/Icones/medal2.png")
@export var text : String
@export var baseCost : int :
set(value):
baseCost = value
cost = value
@export_range(0.001, 999, 0.001, "hide_slider") var value : float
@export_group("Restrictions")
@export_range(-1, 100, 1, "hide_slider") var maxLevel : int = -1 ##[param -1] for infinite leveling
@export var tierLock : Array[int]
@export_group("Upgrade Scaling")
@export var upgradeDirection : UPGRADE_DIRECTION = UPGRADE_DIRECTION.INCREASE
@export var upgradeScaleType : SCALE_TYPE = SCALE_TYPE.LINEAR
@export var costScaleType : SCALE_TYPE = SCALE_TYPE.LINEAR
@export var costModificator : float
var cost : int
var level : int = 0
func isLevelMax() -> bool :
return not tierLock.is_empty() && level == tierLock[Game.tier]
func upgrade(_subject = null) -> bool:
return false
func upgradeProperty(subject: Variant, property: String) -> void:
subject.set(property, getNextValue(subject.get(property), value, upgradeScaleType))
func upgradeUpgrade() -> void:
level += 1
Game.money -= cost
cost = getNextValue(cost, costModificator, costScaleType)
func canUpgrade() -> bool:
return not isLevelMax() && Game.money >= cost && (tierLock.is_empty() || tierLock[Game.tier] > level)
func getNextValue(oldValue, baseValue, scaleType : SCALE_TYPE):
match scaleType:
SCALE_TYPE.LINEAR: return oldValue + baseValue
_:
push_error("Upgrade scale type not defined !")
return oldValue