Revert "add unlock on upgrade mechanic"

This reverts commit 6dd3f2a439.

lease enter the commit message for your changes. Lines starting
pull/471/head
RogiJAG 4 years ago
parent c1a518f775
commit adecb64447

@ -51,7 +51,7 @@ export class MetaRotaterBuilding extends MetaBuilding {
getAvailableVariants(root) {
let variants = [defaultBuildingVariant];
if (root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_rotater_ccw)) {
variants.push(enumRotaterVariants.ccw);
variants.push(enumRotaterVariants.ccw, enumRotaterVariants.fl);
}
if (root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_rotater_fl)) {
variants.push(enumRotaterVariants.fl);

@ -7,7 +7,6 @@ import { enumItemProcessorTypes } from "./components/item_processor";
import { GameRoot, enumLayer } from "./root";
import { enumSubShape, ShapeDefinition } from "./shape_definition";
import { enumHubGoalRewards, tutorialGoals } from "./tutorial_goals";
import { HUDUnlockNotification } from "./hud/parts/unlock_notification";
import { UPGRADES, blueprintShape } from "./upgrades";
export class HubGoals extends BasicSerializableObject {
@ -77,7 +76,7 @@ export class HubGoals extends BasicSerializableObject {
this.level = 1;
/**
* Which story and upgrade rewards we already gained
* Which story rewards we already gained
* @type {Object.<string, number>}
*/
this.gainedRewards = {};

@ -20,7 +20,6 @@ export class HUDUnlockNotification extends BaseHUDPart {
if (!(G_IS_DEV && globalConfig.debug.disableUnlockDialog)) {
this.root.signals.storyGoalCompleted.add(this.showForLevel, this);
this.root.signals.upgradePurchased.add(this.showForUpgrade, this);
}
this.buttonShowTimeout = null;
@ -102,81 +101,6 @@ export class HUDUnlockNotification extends BaseHUDPart {
}
}
/**
* @param {string} upgradeId
*/
showForUpgrade(upgradeId) {
this.root.app.inputMgr.makeSureAttachedAndOnTop(this.inputReciever);
this.elemTitle.innerText = T.ingame.upgradeCompleteNotification.upgradeTitle;
// If it's not at the max level:
if(this.root.hubGoals.canUnlockUpgrade(upgradeId)){
return;
}
if(!T.upgradeRewards[upgradeId]){
return;
}
var reward;
for(let goalReward in enumHubGoalRewards){
if(T.upgradeRewards[upgradeId][goalReward]){
reward = goalReward;
break;
}
}
if(!reward){
return;
}
//Functional for now -> Needs some rework; Only will register the unlock here if you actually click "upgrade" in the same session
this.root.hubGoals.gainedRewards[reward] = (this.root.hubGoals.gainedRewards[reward] || 0) + 1;
const rewardName = T.upgradeRewards[upgradeId][reward].title;
let html = `
<div class="rewardName">
${T.ingame.upgradeCompleteNotification.unlockText}
</div>
<div class="rewardDesc">
${T.upgradeRewards[upgradeId][reward].desc}
</div>
`;
html += "<div class='images'>";
const gained = enumHubGoalRewardsToContentUnlocked[reward];
if (gained) {
gained.forEach(([metaBuildingClass, variant]) => {
const metaBuilding = gMetaBuildingRegistry.findByClass(metaBuildingClass);
html += `<div class="buildingExplanation" data-icon="building_tutorials/${
metaBuilding.getId() + (variant === defaultBuildingVariant ? "" : "-" + variant)
}.png"></div>`;
});
}
html += "</div>";
this.elemContents.innerHTML = html;
this.visible = true;
this.root.soundProxy.playUi(SOUNDS.levelComplete);
if (this.buttonShowTimeout) {
clearTimeout(this.buttonShowTimeout);
}
this.element.querySelector("button.close").classList.remove("unlocked");
if (this.root.app.settings.getAllSettings().offerHints) {
this.buttonShowTimeout = setTimeout(
() => this.element.querySelector("button.close").classList.add("unlocked"),
G_IS_DEV ? 100 : 5000
);
} else {
this.element.querySelector("button.close").classList.add("unlocked");
}
}
cleanup() {
this.root.app.inputMgr.makeSureDetached(this.inputReciever);
if (this.buttonShowTimeout) {

@ -338,13 +338,6 @@ ingame:
unlockText: Unlocked <reward>!
buttonNextLevel: Next Level
# The notification when completing an upgrade
upgradeCompleteNotification:
upgradeTitle: Upgrade Unlocked
completed: Goal Completed
unlockText: Unlocked <reward>!
continue: Continue
# Notifications on the lower right
notifications:
newUpgrade: A new upgrade is available!
@ -651,13 +644,6 @@ storyRewards:
desc: >-
Congratulations! By the way, more content is planned for the standalone!
upgradeRewards:
# Rewards you get for completing upgrades
processors:
reward_rotater_fl:
title: 180 Degree Rotating
desc: You have unlocked a variant of the <strong>rotater</strong> - It allows you to rotate shapes 180 degrees!
settings:
title: Settings
categories:

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