No they are unlocked on the skill tree and once purchased then i can use them not befor that
But that means it’s the player that implements skill functions, right:
So you have a massive list of abilities the player already knows upfront, not matter how many they’ve unlocked so far.
We can work with that but it’s not the way to do it. This will be nightmare to refactor in case you ever need to change how things work. Can we see what’s in the struct? Is there some kind of ID a skill has, a name? Are the names unique enough to use them?
