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<aside> 🌳 Skilltree & Prestige is the post-Rebirth progression loop: a node-graph of purchasable skills gated by reveal, paid for with Coins or Prestige, and refilled every time the player Rebirths (resets the run, banks Collection Book payouts into the real Prestige balance).
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Source: Assets/Project Files/Game/Scripts/Skilltree
SkillNodeData entries. Authored through the custom node-graph editor, not by hand in the Inspector.BaseUpgrade asset, a canvas position, an optional per-node prefab override, its outgoing connections, and whether it is the always-visible root.Prestige is spent on Skilltree nodes and earned by Rebirthing. The Collection Book pays Prestige into a pending balance the moment items are collected, but that amount only becomes spendable once the player actually Rebirths, which also resets the run.
A node is revealed once it is the root, or any node linking to it has been purchased (SkilltreePanelController.IsRevealed). UISkilltree builds every node and connector once and toggles them active/inactive as reveal state changes, animating a bounce/grow-in on newly revealed content instead of rebuilding the graph.
Helping Hand is a Skilltree node effect, not a standalone system: once its HelpingHandUpgrade (type UpgradeType.HelpingHandSkilltree) reaches an unlocked stage, HelpingHandController starts a self-perpetuating loop that calls MainButtonBehavior.OnObjectClicked() directly on an interval, the exact same entry point a real tap uses, so an auto-tap is indistinguishable downstream from a manual one. The loop pauses while InputBlocker.IsBlocked is set (e.g. during the Rebirth cinematic) and resumes on its own once unblocked.
SkilltreeGraphEditorWindowOpen via Watermelon > Skilltree > Graph Editor, or the Open Graph Editor button on a SkilltreeDatabase's Inspector. A headless-GUI tool (no GraphView dependency) operating directly on the database asset through SerializedObject, with full Undo support.
Esc).Delete deletes the selected node and cleans up dangling connections. Both shortcuts are suppressed while a text field (e.g. a node's id) has keyboard focus.
AddSkillNodeWindowModal opened by the Graph Editor's Add Node button. Two tabs: Existing Upgrade picks any BaseUpgrade asset via an object field; New Upgrade takes a title and a concrete BaseUpgrade subclass (every non-abstract type found via TypeCache) and creates the asset under Assets/Project Files/Data/Skilltree. Either way the picked/created upgrade is handed back to the Graph Editor, which adds the actual node.

SkilltreeDatabaseEditorAdds an Open Graph Editor button below the default Inspector on any SkilltreeDatabase asset, launching SkilltreeGraphEditorWindow pre-loaded with that asset.
