Update READMEs
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@@ -190,14 +190,14 @@ UI component showing generator information.
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## Goal-Based Unlock
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Generators with `unlock_goal` automatically listen to `GameState.goal_completed` signal:
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Generators with `unlock_goal` automatically listen to `LevelGameState.goal_completed` signal:
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- When goal completes, generator unlocks automatically
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- Goal's `unlock_behavior` (AUTOMATIC/MANUAL) controls when goal completes
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- Manual goals require player to click "Unlock" button first
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```gdscript
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# In CurrencyGenerator._ready():
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GameState.goal_completed.connect(_on_goal_completed)
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level_game_state.goal_completed.connect(_on_goal_completed)
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func _on_goal_completed(goal_id: StringName) -> void:
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if data.has_unlock_goal() and data.get_unlock_goal_id() == goal_id:
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@@ -211,14 +211,15 @@ Generators automatically apply prestige multipliers:
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effective_multiplier = run_multiplier * buff_multiplier * prestige_multiplier
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```
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On prestige:
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1. `reset_runtime_state_for_prestige()` called
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On prestige via `LevelGameState.reset_for_prestige()`:
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1. Current currencies reset to 0
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2. `cycle_progress_seconds` reset
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3. Buff levels reset to 0
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4. Unlocks re-evaluated from goals
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4. Goal completion state cleared and re-initialized
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5. Research XP and levels reset to 0
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## See Also
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- `core/game_state.gd` - Generator state storage
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- `goals/goal_data.gd` - Unlock conditions
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- `prestige/prestige_manager.gd` - Multiplier application
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- `core/level_game_state.gd` - Generator state storage
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- `core/goals/goal_data.gd` - Unlock conditions
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- `core/prestige/prestige_manager.gd` - Multiplier application
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