Update READMEs

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2026-04-15 18:40:59 +02:00
parent 5284911ace
commit 2bc81a73fd
6 changed files with 130 additions and 79 deletions

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