using Godot; using System; using System.Collections.Generic; using System.Diagnostics; using Babushka.scripts.CSharp.Common.Quest; using Godot.Collections; public partial class QuestTestingScript : Node { [Export(PropertyHint.ArrayType)] private Array? _questsToMakeAvailable; public override void _EnterTree() { Debug.Assert(_questsToMakeAvailable != null); foreach (var questResource in _questsToMakeAvailable) { QuestManager.Instance!.ChangeQuestStatus(questResource, QuestStatus.Status.Available); } } }