using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Actions; // For actions that can use basic upgrades // Not all actions should be upgradable [RegisterComponent, NetworkedComponent, Access(typeof(ActionUpgradeSystem))] public sealed partial class ActionUpgradeComponent : Component { /// /// Current Level of the action. /// public int Level = 1; /// /// What level(s) effect this action? /// You can skip levels, so you can have this entity change at level 2 but then won't change again until level 5. /// [DataField("effectedLevels"), ViewVariables] public Dictionary EffectedLevels = new(); // TODO: Branching level upgrades }