quest status name refactoring
This commit is contained in:
@@ -11,28 +11,28 @@ using Babushka.scripts.CSharp.Common.Quest;
|
||||
/// </summary>
|
||||
public abstract partial class QuestFulfillmentBase : Node
|
||||
{
|
||||
[Export] private QuestResource _onActiveQuest;
|
||||
[Export] private QuestResource _toNextQuest;
|
||||
[Export] private QuestResource _onAvailableQuest = null!;
|
||||
[Export] private QuestResource _toNextQuest = null!;
|
||||
|
||||
[Export] private bool _whenFulfilledSetActiveQuestToDone = true;
|
||||
[Export] private bool _whenFulfilledSetAvailableQuestToDone = true;
|
||||
[Export] private bool _whenFulfilledSetNextQuestToAvailable = true;
|
||||
[Export] private bool _whenFulfilledSetNextQuestToActive = true;
|
||||
[Export] private bool _whenFulfilledSetNextQuestToFollow = true;
|
||||
|
||||
[Signal] private delegate void OnFulfilledEventHandler();
|
||||
|
||||
protected void Fulfill()
|
||||
{
|
||||
if (_whenFulfilledSetActiveQuestToDone)
|
||||
if (_whenFulfilledSetAvailableQuestToDone)
|
||||
{
|
||||
QuestManager.Instance!.ChangeQuestStatus(_onActiveQuest, QuestStatus.Status.Done);
|
||||
QuestManager.Instance!.ChangeQuestStatus(_onAvailableQuest, QuestStatus.Status.Done);
|
||||
}
|
||||
if (_whenFulfilledSetNextQuestToAvailable)
|
||||
{
|
||||
QuestManager.Instance!.ChangeQuestStatus(_toNextQuest, QuestStatus.Status.Available);
|
||||
}
|
||||
if (_whenFulfilledSetNextQuestToActive)
|
||||
{
|
||||
QuestManager.Instance!.ChangeQuestStatus(_toNextQuest, QuestStatus.Status.Active);
|
||||
}
|
||||
if (_whenFulfilledSetNextQuestToFollow)
|
||||
{
|
||||
QuestManager.Instance!.SetFollowQuest(_toNextQuest);
|
||||
QuestManager.Instance!.SetActiveQuest(_toNextQuest);
|
||||
}
|
||||
|
||||
EmitSignalOnFulfilled();
|
||||
@@ -40,6 +40,6 @@ public abstract partial class QuestFulfillmentBase : Node
|
||||
|
||||
protected bool IsQuestActive()
|
||||
{
|
||||
return QuestManager.Instance!.GetActiveQuests().Any(q => q.Key == _onActiveQuest);
|
||||
return QuestManager.Instance!.GetAvailableQuests().Any(q => q.Key == _onAvailableQuest);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user