What problem does it solve?
Provides a reusable, data-driven system to define, evaluate, and monitor unlock conditions so designers and engineers can gate content, features, or progression without hardcoding checks into gameplay logic.
Core Features & Use Cases
- Atomic condition types for currency thresholds, stat requirements, upgrade levels, prestige counts, game state checks, and boolean save flags.
- Composite logic types (AND, OR, NOT) to combine conditions and compute aggregate progress.
- Reactive service layer that registers conditions, exposes cached unlocked state, progress values, and publishes unlock/lock events for UI and gameplay reactions.
- Editor testing helpers and descriptive inspector previews to validate conditions during development.
- Use cases: gating a shop tier behind currency and prestige, unlocking levels based on stats and upgrades, or showing UI progress toward a requirement.
Quick Start
Register a condition with IUnlockConditionService, then query its IsUnlocked state and GetProgress to drive UI or game flow.