The base upgrade is an abstract class that most upgrades inherit from.
Base Upgrade Fields
All upgrades have the following fields:
|Upgrade Name||Optional||Name of the upgrade, usually displayed in the UI.|
|Description Text||Optional||Description of the upgrade which can include variables.|
|Alternate Description Text||Optional||Alternate description of the upgrade which can include variables. Usually used by the tooltip when the upgrade has been purchased.|
|Cost||Mandatory||How much the upgrade costs.|
|Visible Cost||Mandatory||The number of clicks required before the upgrade switches from hidden to visible. Usually half or quarter the cost.|
|Cost Click Name||Optional||The name of the resource (click) that is used to purchase this upgrade. By default it is blank which refers to the default click.|
|Starting Count||Mandatory||Number of upgrades the user starts the game with. Typically 0.|
|Max Upgrade Count||Mandatory||Maximum number of upgrade allowed. Use 0 for unlimited.|
|Reward Click Name||Optional||What type of click does this upgrade apply to. Blank means upgrade the default click.|
|Visible Content||Mandatory||Reference to a GameObject which is shown (set active) when the upgrade is visible.|
|Cant Afford Content||Mandatory||Reference to a GameObject which is shown (set active) when the upgrade is visible but the user doesn't have enough resources (clicks) to pay for it.|
|Maxed Out Content||Optional (Mandatory if max is specified)||
Reference to a GameObject which is shown (set active) when the upgrade is visible but the user has purchased the maximum amount allowable.
If true activating one of the visible components will deactivate the others.
If false the components will be laid one on top of the other. In this mode you must ensure the components are in the appropriate order (Visible then Can't Afford then Maxed Out).
Optional array of GameObjects that will be activated sequentially with each upgrade. Use 'pips' to show the user how many upgrades they have purchased.