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We have a couple more things to do to get our meta progression upgrades working properly so we need
Add a cow
To the upgrade card
I've how many times you've acquired to upgrade
We need add a button to go to that upgrade screen from the main menu and we need to
Probably drop the player into the upgrade screen after either winning or losing
So
Let's get all of that done
In this lesson
The first thing I'm going to do is let go ahead and go to Armada upgrade card
Open up that scene
How many to find a place to put the count
And I think what we can do is this
Progress label right here
Let's change it so that way it is horizontally online
To the la
And then let's create an H box container under
TV box container
And make that the first child and then
Put the private label as a child of the age box contain
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Ok
And then
Let's Create another label underneath that aid box contain
And we'll call this the
Counter label
Right-click
Quick access
Unique c names
And we want to
Put something like
X0 in there or something
And let's change the theme type variation on this count labour
Two blue outline logo
So we want discount label to appear at the end of the 8th box contain
So select account label
And scroll to the container sizing which is
Just before Midway down the list
And change the horizontal container sizing to shrink and
And then make sure to click expand
So this is a little bit confusing
You would expect
And to make it go to the end of the 8 box container
Because that's the full width of the Xbox
But
The problem is that
Gearbox container aligns items one right after another
And so it can't do that
But
By clicking accept and essentially what you're saying is
I want this label
To take up the rest of the space within the 8 box container
And then because it's taking up all the rest of that space
It can be play
At the end song
Really this label is basically being told
To take out the remaining space in the age box container and then we can align it over to the right
The other option you have is you can change this horizontal
Sizing to fill and expand
So if you have full set
And then click expand
That tells us to go to the end of the container
Then you can go up to the text and you can change the horizontal alignment to right
So I'll leave it like that so I've sent it to fill with expand and horizontal alignment right but if you have the other way the initial
I showed you that is perfectly fine as well
Let's go to the murder of Greg card here
And we got this update progress function now we're going to also at into here
Line of code that would change the text
That shows appear based on how many of that upgrades that we have
Jonas update progress
I'm going to get reference first to the counter label at the top
So drag it over hold control and drop
So now I've got an account level
And
Update progress I'm going to say counter label
Start
Text is equal to
No I'm going to use string formatting again we used it once before
And again I will link the docs to string format
In a way that string formatting works is essentially you take one of the placeholder format options in Ark
We want to do an integer
So we do this
We can do x
This is not part of the string format but this
Percentage
So why am I pulling
X is because that's
The indicator that's the number of times we have this up
So the axis
The X-ray
So there's nothing special about The xx
However
This present d represents a placeholder and what that says is
Whenever the first argument we provide as the string formatting argument should be formatted as an integer
The way we do that is outside of the string we do a percent
And then we need to grab an integer
Any integer we need
Is in a meadow progression saved
So I'm going to copy this meta progression save data
Put it there
And then let's take a look at this evening
Ok so we need the key metre upgrades and then upgrade ID and in Quant
So that's what we're looking for
So
Let's keep that metal upgrades like sell
Then
We want a person the operator ID remember we have upgrades stored up here
And then we want to read
Quantity
So this is an integer right
Working in the quantity of the upgrades that this card represent
This is an integer this one line
Percent tells it ok replace
The string format
Directives in here
Or placeholder
With
The integer here so this present d will be replaced
That integer
The string formatting can get very complicated
And a little bit confusing
Definitely recommend that you take a look at the docks that I've
Ok so now let's open up our Meadow menu
Go to the team let's go ahead and run the current scene so we're on the menu
Did you see that
Depending on how many times you
The purchase button
This now shows up as
X 9 in my case
This will probably be more than 0 in your case
Ok so now that we've got done
Let's do one other thing real quick
And it's one thing that I don't want to over
And that is we don't want the purchase button to be enabled if we already have them
Right
So let's grab this quantity here
And I'm going to
Store that is a variable laptops and use a current quantity
Is it go to that
Let's replace this line
Crank wanted
And now we need to set our progress button disabled if percent is less than 1
Or
So
Double pipes here for us
Current quantity
Is equal to with double eagle
Upgrade dart
Max
And we're going to change the purchase button text as well if the upgrade is at the max quantity so
I'm going to create a new variable up here called is
Max
What score is man
Like that
And then I'm going to copy this current quantity is equal to
Operate Max quantity likes
And I'm going to replace that line with is mass
Ok
And then we'll say
Is Max
Purchase button
Text
Is equal to
What's the same Max if you think of better word to put there
That's fine
What does set it to Max right there
So that should handle that case
You could even instead of doing
Current quantity is equal to
You can do
Greater than or equal to excel
And just that means that
If we run the menu now I should see that button says Max yeah
Alright so that's great
And there is one other bug that you will not encounter until
You delete your save file so if I go to my
And then open user data folder and I delete this game that save
What will happen if I go into the upgrade section
It will crash
And the reason it all crashes because
The Mena progression
Will not contain
Key upgrade ID
So we need to change this slightly
So let's set the current one to d20
And I need to say if meta progression
Save data
Has
Upgrade ID
Ananda l quantity
So just like so if my progression dad save data
Mirror upgrades
Has opera lady
Then
We're going to say our current
Quality is equal to
That
Right
So we first need to check it for safety purposes
And then we can reassign our current quantity so now if you click play and going to upgrade
You should see that it's 0
And so now if you delete your save data it should be fine so if I run this
I'm going to upgrades
It'll be
Now the next thing we need to do
Is we need to add a button to take us to the menu
From the main
So let's go to our main menu scene
And let's open up that Martin contain
Let's duplicate the play button with controlled d
Let's call this metal button
Then let's call this
Upgrades
Like so
And we can rename this to upgrade button just to be consistent so also upgrades
Then let's go ahead and open up our main manuscript
And let's just copy this play button line
Stabilo
Rename
Play to upgrades like so and then on upgrades
Let's copy be on play Press
Function
And paste it underneath
Ok and
We want to call this on upgrades
And then we want to go to
Our race scenes
And I'm going to search for murder men
Again you can just start typing meta menu
Doesn't matter if your
Not referencing the exact path because good or will suggest a path for you
And then you need a clicker enter with that selector
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And that will take us to the menu
I'm going to run this I'm going to collect upgrades and we are in the main menu now you'll notice that there is no
Play to go back
From this screen
So let's go to our menu
And are back
I'm just going to in the grid container here
Instantiate
Metre upgrade card I made up in 3 of those
And
Let's do this
This is actually really useful to have for testing purposes
So
Let's do the follow
Let's open up our menu script here
In the ready function let's do this
Child in
Container dart get children
So this is how you can
The entire array of children of the grid container so that overturned all of these
Metre upgrade
Simply save child
So now what we can do is we can keep these in here for you I development
But as soon as we run this scene
They will be gone and replaced with the actual met up
Ok
Play say back button in here in the easiest way to do that
Is to add a button to the margin container
Like cell
And it's going to be huge by The Fall
But what I'm going to do is I'm going to
Select the button
And scroll down to the container sizing
Section
I'm going to say shrink begin for the horizontal and shrink begin
For the vehicle and that will put it
The top left
Then for the tax I'm going to call it back
And let's rename this button to back button
Add again let's market
Seem unique name
And then I'm going to give this button a minimum size
50
Just to give it some nice padding now what you notice
Is that
Does clipping a car
So what we're going to have to do is change the number of columns in the career
2
And now this is presenting another problem
And this problem is
These cars are now leaving our screen
This isn't actually going to be a problem
In our
Game because we only have one upgrades but as you add more upgrades
This is not going to scroll
It's just going to be
And a proper with a handle that is with a
Scroll container
Will introduce the scroll container a little bit later in this lesson
Let's get the other pieces
Done the way we need to do on so
Is back button now I'm just going to remove this last minute upgrade card
So now the back button will be in the top left like cell
And we just need to make the back but
Work
So in our case the back button will always go back to the main menu
So let's create a function
On backpack
And then we're going to call
Screen
Transition
Transition
Then we're going to away
Stream transition
Transitioned halfway
Then we're going to call get three
Start change
Seem to fail
And we want to go back
2
Main
Our main menu
Maidstone
Ok and you're not as that were repeating basically these three lines of code
Everywhere
If you wanted to you could have straight to this into a function
Like so
So let's copy these lines go to Screen transition
So again that you can control click the screen transition to go to that
Script
Let's call
What's create a function called
Transition
To seem
Let's pass in a scene pack
Which is a string
And then was peace that killed in there
But instead
The heart of string here for passing the scene
We have that
Code in a nice
Function that we can use so we can use E10
We don't need the screen transitions
Here so we can remove that and just call transition and await transition pathway
Now we go to our
Meadow menu
Instead of doing this we can say a transition underscore
To underscore seem
Copy this path
Put it in as the first argue
Anna movies order line
It's an alpha where should be able to run the game click upgrade
And then click back
We actually didn't connect the back press sing
So we should do that
So let's get a reference to the back button
Bye
Making an already very
Like so
And then in the ready method I'm going to say back button
Depressed
On back
Pressed
And make sure again not to invoke it but just a reference
Right now let's go ahead and run
Upgrade
Clickbait
And we're all good
Ok
So now let's go to her end screen
Open up the end screen and instead of restart
Let's change this button to
Continue instead
I'd like to change this quick button to quit
So rename this text to quit to menu
And the restart button
Let's call this continue
Plexal
My name is restart button to continue button
Perfect
Open up that and screen screw
And everywhere we are referencing reset button which is just here
We Gotta change this to continue one
Likes
And then let's rename this function
In what we can do as we can highlighters Henry start button pressed
Get ctrl-d to highlight the other currencies of that which there's only one of
Unless
We have a person now and we can use the arrow keys to move that cursor around see how it's moving in both places
So we can take this restart here
Highlight all of that by holding shift and
Using arrow keys
And we can instead type on continue button press and now it changes involve place
Easy way to rename everything at once
And so when the reason when the continue button is pressed
We were
2 instead of doing all of this
We want to
Change the scene to the mega menu
So in here
What's replace the strings
M on the square menu
Select that option
And this is the footpath here
Ok and the Clifton menu
We need a transition to the
Main city
So
Onclick button pressed we need to do
Screen transition
Start transition to scene
And then this is going to be right now or not getting
The
Autocomplete suggestions in wires
Godot does not recognise
At this art to be a scene pack
So we're just going to have to
To sing herself now what we can do is if we don't remember the path we can go to the filter files here
The file system search for main underscore menu
And if you write
You cancel
Happy power
Or you can hit ctrl shift c
Search copy that
And then let space that in
And there we go
So let's run a quick test
Play I'm just going to die really
Alright son Audi click continue
We should be brought to this menu here and then we can click back
An hour back at the main menu
Where we can
Go back into the game
So we got a nice look right there
No let's verify that the quicker menu is also work
And quit the menu also works
Now
Actually doesn't also work
Appears to be a problem
The problem is that we are not on pausing the game again
Unfortunately
We're going to have to copy and paste this code and the reason is because
We only want to unpause the scene tree after the transition happen
So we can I put the get 3 pause false here because then the game will start running again and we don't want
So we actually need to do an awake so even though
The transition to seem in here
Is being awaited
Right here
Where can I have to do the same so that we can unpause the tree
When a probe
So
Let's
Get rid of pores false after
That
Transition to scene line
But then let's go ahead and Away
Screen transition
Transition halfway
We can listen to this or we can await the signal in multiple places
I was just quickly verify that work
Alright that's working great
And the final thing
That we have to do is we have to make our upgrade actually work
Unless should be fairly quick
So let's go to our Vale drop component
And what is are
Mega upgrade do
Let's go to our resources
Meta upgrades experience games
Trys
And
It increases the experience dropped Chance by
10%
And so what we're going to do is essential just going to add 10% onto
The
Vial drop camper
So it's open up the volume drop component
Script
And what we're going to do as we're going to create a new variable called adjusted
Drop
Percent
Is equal to
Sharpest
And then we're going to do this work in a cheque or metal progression
Going to say if
Meta progression save data
And then the key
Meta underscore upgrades
What's the ID we want a reference
We want to reference the experience again ID so let's go out and put that in there
Now we have to do multiple levels of checks here and it might be better
If we create a function in r m progression to let
Take this out
Let's open up the metal progression
Instead of admire upgrade let's do another function called
Bank get
Upgrade
Count
Like so
And then we need to pass in the upgrades ID
Which is the type of string
What's pays that line that we had in the other screen
So
If we don't need this meta progression if save data metal upgrades
We the change this experience game key to
Has
And I'm passing the upgrade ID
Then what we're going to do is going to return
Save data
Metre upgrade
With this ID here
Upgrade ID
And then the key quote
So essentially checking to see
If we have that upgrades
If so then we can safely reference the quantity
And return
Now if that check fails
What will do
Is will Simply Be Returns
So now we can safely call this function and it will always give us a number
Price of Back In Arms vinyl drop component script let's just do this
We're going to say
Smallest screen on a variable called experience
Gain upgrade
Count is equal to
Meta progression get
Upgrade count
Experience game
Like so
And then we're going to say
Experience gained upgrades count is greater than 0
What we're going to do in that block is were going to say the adjust and drop percent
What equals 1
In this check if random greater than drops
Is a round of greater than adjusted dropped
Ok
An easy way to test
Is I'm actually going to change this is just a drop percent
From 0.1
2
1
And then I'm going to go to my basic enemy here
Open up the bass Academy go to the Vale drop on it and set the drop percent 20
And so since I have that experience game upgrade
I should see all the rats dropping vials
Every single time
Even though I've configured their drop percent to be 0
I look at that it's work
Sign in to reset the stuff I'm going to put a drop percent for the rats at 35%
And then I'm going to go back to my vale drop component
And make this adjusted represent .1 again
Alright
So that's basically our meta-regression system in place
In the next lesson it's going to be very quick we're just going to take a look at adding scrolling
To our Meadow
Upgrade menu here
So that when we have
More than 2 metre upgrades it will scroll the view
And that way we can develop more
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