- Conveyor moving away -> PlaceItemsComponent
- Multi Unit apply input button: bool for each config: apply to all selected?
- Pathfinding on separate Thread
- Wider input config UI
- Sometimes the architect gets freed when demolishing a building in self position
- Make UI Mobile friendly
- Threads: check if a thread is already finding the target pos / location (check addpath? idk)
- Check if you can skip part of the path (sometimes units go back seemingly at random)
- Second Enemy Type (ranged / faster / ...)
- Better Manage Enemy Waves + add info bar / panel / animation
- Wall
- Laser Tower
- Conveyor Splitter
- Conveyor Tunnel
- Inserter
- Inventory max size / Management
- Make scene with root node script for Pickupitems, check neighbour squares, ...
- General code refactor and modularization of the code
- Use more Composition rather than Inheritance
- Actions: should / can they be compositions in tree structure (not sure)
- Passives: should / can they be compositions in tree structure (probably)
- Add Factory -> Create Build Unit + Fight Unit
- More offensive units
- Assembler / Miner / etc: input configuration --> only on belts / chests / convert buildings / ...
- Add RMB on Ore Patch -> mine resource?
- Vision system / Radar / ...
- Buildings bigger than 1x1
- Airplanes
- Smart enemy units that avoid towers, break towers ...
- Refactor inheritance -> composition of PickupItemsComponent and PlaceItemsComponent
- Mech Lab: move unit to empty spot
- DEMO!!! :)
- Enemies spawn more the later the game
- Enemy Attacks
- Add Enemy Unit
- Catch input UI panels and prioritize over normal script
- E + Click -> queue remove building
- Path Finding / Use TileMap to go around buildings
- F-click = select box pickup items + pickup from chest if chest in region
- Add panel with settings per unit: auto pickup items + fill inventory when pickup resources + ... + ...
- Update Ore Patch texture
- Add Assembly Building + add Copper Plate -> Copper Wire and Iron Plate -> Iron Gear
- Add Copper Plate
- Update Recipes
- Take items from multiple chests when needed
- Put build action in ActionQueue
- Shift / Space + build action
- Metal Extractor Building
- Limit building on top of buildings / Extractors not on top of the designated areas
- Show resource cost in UI left bottom
- Build Cost Buildings / Units
- Check if building on a resource tile + check other build constraints
- Conveyor Belt building
- Chest building
- Store Buildings in tilemap (building name only for now, not a reference to building itself)
- Show sprites in the correct order (y-position)
- when a building is queued, and no resource available, auto check all chests for resource and pickup from nearest chest with enough
- chest next to miner -> put item in chest == put item on conveyor belt > put item on ground
- Show Items in the correct order (y-position or always behind buildings)
- Furnace to smelt iron / copper