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Now that we have our meta upgrade card it's time to create a UI
Through which the player can actually
Acquire upgrades
And before we actually work on a UI we don't have a way to specify a
Experience cost
4
The Opera
So let's go ahead and open up our resources folder
Measure up
And that's open up Armada upgrade rgd
And just below the max quantity
Let's export a variable
Call
Experience cost
And that will be able to type in
What's on at 2:10 by the fault just had some value is there
Alright so now we have a way of specifying the experience cost and our experience keen.com
I'm here should have the experience cost of 10
I'm actually gonna bump that up to 100 through here
Just because this is actually a relatively powerful upgrade all right so now it's work on our UI 4
Collecting those eyes
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So are you I that we want to use for selecting the items is actually going to be very similar to the options menu were going to do it
Transition
Into that upgrade screen
And then we're going to have a bunch of
Cards in there
So what I'm going to do is I'm going to search for the options menu here
I'm going to duplicate the options menu by selecting it and then pressing ctrl d
No do I call this method
Menu
And Dougal
Open up that Meadow menu
And here's our Meadow menu
Now I mostly just duplicated outside the vineyard and the tilemap are here
I'm going to rename this Meadow menu
Rename the root note
What we really want as actually
Mostly all of this is going to go away so I'm going to delete this panel container right here
Alright so now we just have our margin container which is filling up our screen
And
What we're going to do is we probably need to introduce
A
Grid-container so let's go ahead and add a grid container
And the grid container does exactly what it sounds like it displays all of the child elements in a grid
In order to test this
Let's go ahead and instantiate a metre upgrade card
Like so
And then let's just go ahead and
Duplicate
Alright so are we seeing as there are two cards do not fit on the same screen
Let's
Duplicate let's just have three
We need our grid container to be 3 columns
Like so
We can change the spacing of the great as well
With the age separation and V separation
The first I'm going to say like my margin container and add margin
So I'm going to go to the market and go to the constant section
130 mobile
And then give it a margin of Eden Hall directions
And actually I might do 16 instead
Is that give us a nice amount of padding
On the left in the tops
Before we go any further I'm going to remove the script from this menu
Like so
Now that we've got those margins configured
Let's figure out why
Separation we need to do in the Bridge Inn
So basically we have the cards which are 170 pixels
Why
And so basically we need to figure out what
Spacing between each card is appropriate in the X Direction
Just going to take a little bit of a mess but if we look at our display window we have a viewport width of 6-ft
There should be a spacing of 49 so I just did all that
Sorry I'm off screen but that's how
That's how the math works in Sale
Let's select a grid container and scroll down to the
Age separation
And let's put 49-in for the 8th of April
And we should be perfectly on the edge here so now
Our cards are perfectly spaced out
Now if you wanted to
You could try and make the spacing
Between the edges and each individual card
A little bit more
And I might try to do that so I'm going to go to my margin container
I'm going to give it a margin-left of
24 which is an increase of 8 in immersion
Of 24 which is an increase of 8
I'm going to subtract 8 from the 8th
Separations that I have for you
So that didn't make a huge difference but the space is all about more even
You can also you can play with that space in to get it to work exactly unfortunately the grid-container
Doesn't really have a great way of lining things
One other thing you can do is change the 8 separation to something like
16
And then
What you can do is change the container sizes
From cell to shrink Centre
And that we'll centre it a little bit with even spacing between
So whatever method you want to use for spacing is fine I think I'll leave it like this cause this looks pretty good actually
So now we actually need to create the car
So
I'm going to remove all these cards here
Because they just for testing purposes
And I'm going to have a script to this many men
And the first thing we need to do this we need a preload the major upgrade cards I'm going to save our
Meta upgrade card seen is equal to preload
Meadow
Upgrade
Car
Dirty syn
So this is the line here
Now he did it actually load or upgrades and we can actually make this and export variable for user
So let's export that
Variable and we'll call it
Abrade
What does got upgraded
That will be of type array
Metre upgrade
Like so and then we're going to initialise that to an empty array
So
On a ready-made
Let's iterate over all of us upgrades also for upgrades in upgrades
What are we going to
We're going to save Armada upgrade card
Instance is equal to Meadow upgrade
Card seeing that instead
Like
And we need to grab a reference to the grid container
So I'm going to
Right click the grid container access as unique name
Turn on ready
Bar on red
I'm going to say my voice
Create container
Is equal to
Dollar sign for Sen
Create container
And again you don't need to use the dollar sign if you don't want to
I decided to use it for a concert
That we've got a reference to agree container
Let's go back to our for loop and say grid-container
Add child
Meta
Upgrade
Card
Instance
Now we can just test this real quick so I just run the scene by heating at 6
So I can run for and see
That did not work because we do not configure or upgrade here so I'm going to
Click into the upgrades array here
Increase the size 21 and then drag over the experience game to the first
Element
And now I Run the game
Now you can see that we've got to
Option in here
And obviously nothing is Hooked Up
Alright so what are we going to do well back in our for loop what we need to do as we need to say met up
Play card instant darts
Upgrade
2
Our upgrade that were currently looking at from this array
And I'm going to open up my
Meta
Upgrade
Card
And look at this
The function of extra cold SET M upgrade
And that's what we want to do
So back in the meadow menu
Let's call this a set metre upgrade instead
Because that's the proper function
And that should be fine
Now in arm upgrade car
If we go back to the sky
We actually need to update
The
Progress bar
Right we need to set this value
To be some process
So I'm going to
In America upgrade card scene
Right-click the progress bar set access as unique name
And then let's grab that in the on ready here and we're going to do it different way this time
Drag the progress bar over
Hold control in Drogheda
To generate the automatic
Line I'm just going to put a door sign in
We want to create a new function called
Date
Progress
And why do we want to do that because as soon as we purchased something
We're going to want to upgrade only the progress but for every single card right
We don't want to recall you know set men upgrade because that's unnecessary so we can create an update progress
And how are we going to do this one
What's Right pass in here
First
And we actually need a store a reference to the upgrade that zombie
Past
So let's
Create a new variable called upgrade
Make it of type major upgrades
And then we call set better upgrade here let's just set
Southdown upgrades is equal to
Why do we need to use self upgrade
Because upgrade is coming in here and doing what is known as shadowing
Meaning that
If we use upgrades
In this blog
It's going to refer to the upgrades that is coming in as
Argument
Or a parameter
Rather than the upgrade this to find a p
But by using the keyword self
We are referencing
The upgrade that is attached to this instance and not the upgrade that is
Here
Example
Then after I sign the upgrade
We are going to at the end of the sat nav upgrade call update
Progress
And then here we calc
The percent so we're going to save our percent
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Is equal to meta progression
Save data
Anarchy which is called
And I forgot what it was called so I'm going to open up my medal progression
Scene
And it is cold
Metre upgrade currency
So I go back to my metre
Upgrade kardia
Pasted in there
So were getting the value of the data
The key
Meteora Greece
Which is going to be an integer
I'm going to take that
I'm going to divide that by
The upgrade
Experience cost
So I'm taking the car
Currency essentially and then dividing it by the upgrade
Now this could be a value larger than 1
So what we're going to do as we're just going to reassign percent will say percent is equal to
The minimum of
Percent and
So simply saying
Take whichever one smaller 1 or percent
And then we can set our Private bar
Start value
Is equal to
Percent
Alright
So there's one of the things we need to do and that is we need to disable this purchase but
If the
Progress is not 100-percent
So let's grab a reference to this purchase button
In the already here
Time is going to do that little quick trick again
So drag over and then once you're covering over the line hold control and release the mouse button
And so now we've got
A reference to the purchase but
And I'm going to set
Any update progress method
Purchase bot
Start disabled
Is equal to
Percent
West End
So what is this do well percent less than 1 resolves to either true or false
And as what were the signing to the disabled property here
So that means that if present a lesson one then disable this
And there's one more thing that we need to do and that is we need to make the upgrade actually added to the save data
When the purchase button is clicked
What we can do is
In the ready method
Wheel
Take the purchase button
Connect to the press signal by doing dark pressed
On purchase
Breasts
Alright and then let's go down to the very bottom
Let's Create that function on purchase
Press
And then we can do is very simple we can say meta progression
Add mirror upgrade
And we're going to pass in the upgrade
So again this upgrade it prefers to this
Now let's be a little bit save here
And I'm going to do a check in the on purchase press
And that check is going to basically being all check
I will say if upgrade
Is equal to null
Then I'm just going to turn out
Ok
So now that all of that is set up
There's one more thing that we want to do
And I'm gonna
Control click into this admin upgrade Hero
And I'm actually going to call save
Right after we had a metre upgrade so in here I'm just going to call save
Socially Everytime We add in bed upgrade the files going to be
Let's go ahead and go back to our menu
Let's go in a run ok and we have a minor issue
In a set manner upgrade function this upgrade that name this is actually called upgrade Dad
Tidal
But I think everything else
Here is fine
So let's go ahead and run it again
With this
Ron currency but
And look at that for progress bar has been reset our button is disabled
And we have the title and the
Text
Being displayed properly based on the description
So now we just need to update
To this
This text right here this 50 out of 200
So let's go back to Armada upgrade card
Open up the 2D
Views that we can see this
Let's call this the progress label
So this label that contains that 50/200 text right there
And
Let's go in and right click and
Like access as unique name
Go back into that Meadow upgrade car
And that will be part of the update progress as well so I'm going to grab on ready reference
To this progress label like so and then I'm simply going to see him
Progress label text
Is equal to
We're going to crab this meta progression currency again so let's
Create a new variable called
Currency
What's that equal to this
I'm just going to cut and paste that
Then the present is going to be the currency / the upgrade that experience cost
And an appropriate label text as going to be
String
STR
Currency
Plus
In quotes
Slash
Annum Plus
STR
Upgrade
Start
Experian score
Alright son now if I go to my menu and run the scene again
You could see that now it says I have 1 out of 100 experience required
And just for
The sake of completeness
I'm going to go ahead and collect some experience and then die
And then run that seem again
To see if that number updates
Ok so I'm going to quit the game now I'm going to run this again and you can see now that I've got 16 out of
Experience
So there is definitely updating
Alright there is just a couple tidying things to do
Before we are
Basically done with the screen
And that is that once we purchased the upgrade
We actually need to subtract
The data
From the currency total
So I'm going to copy this line again this meta progression save data upgrade currency
After we admit upgrade I'm going to say
Mirror upgrade save data to upgrade currency
- = the upgrade dot experience cost
Like so
Ok and then we need to call meta progression dad save
And then we need to
Call Abdi
Progress
The progress gets refreshed
And this was actually need to be called for every single
Mega upgrade car
So let's actually go to the murder of record route here go to the Node
And we have a groups here
And it's already part of the upgrade card
Because we
Duplicated
And I'm just going to go here and add the prefix and underscore so that it's got its own group
And then I'm here
We don't want to call update progress
Only on this card we need to call it on all
Meadow upgrade card so we can actually do something really cool here
You can call get three
Call group
And the call group
Takes the group name
Which is meta
Upgrade card
And then the string name which is
Update
Progress
And that's going to do is that's going to get every single note in the matter of great car group and then call the
Method on each one which is update progress so all of our cards are going to be updated all at once in terms of there
Alright
And then we need to take our animationplayer
And play the selected item
So
Down here at the very end of the unpurchased bracelets do animation player
Play
Select
Ok and then one final thing that will do
For testing purposes we'll just override this disabled so
Add a new line called purchase button disabled
Equals false
And now if I run the menu scene
I should be able to clear
So
I'm going to collect purchase
And now I'm at -84 and that animation played so that's great
So that's working well
I'm going to go to my metre upgrade card and remove that line will be hard coded the
Disabled = false
Get rid of that
One final issue to address with our upgrade card and that is
If you go to the menu and you run that
Scene
What you see is that when you click on the card it plays the animation and we only wanted to play
When
The purchase button is pressed and enabled right
And the reason that Dad's still around is because we didn't get rid of this on gym
So go ahead and remove this on gui input
And now you go back to the main menu and go out and play
That animation will no longer play when you
The card
And now the
Upgrade card is in good shape
ARDS are upgrade card is
Basically free
So in the neck
Lesson
We're going to actually make the upgrade functions in game and we're also going to add a live
Indicator on the card itself
Of
How many
Of the upgrades have been chosen right because you can choose an upgrade multiple times theoretically
The user or the player
Has no way of seeing currently how many upgrades
Of each
Type then
So we'll tackle
Both of those things in the next lesson
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