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Babushka/scripts/CSharp/Common/QuestBehaviour/DetectInventoryContains.cs

36 lines
1.1 KiB

using Godot;
using System;
using System.Collections.Generic;
using System.Linq;
using Babushka.scripts.CSharp.Common.Inventory;
using Babushka.scripts.CSharp.Common.Quest;
using Babushka.scripts.CSharp.GameEntity.Entities;
using Babushka.scripts.CSharp.GameEntity.Management;
public partial class DetectInventoryContains : QuestFulfillmentBase
{
[Export(PropertyHint.ArrayType)] private ItemInstance[] _itemsToContain = null!;
public override void _Ready()
{
QuestManager.Instance!.QuestsChanged += CheckInventory;
EntityManager.Instance.GetUniqueEntity<VesnaEntity>().inventory.InventoryContentsChanged += CheckInventory;
CheckInventory();
}
public override void _ExitTree()
{
QuestManager.Instance!.QuestsChanged -= CheckInventory;
EntityManager.Instance.GetUniqueEntity<VesnaEntity>().inventory.InventoryContentsChanged -= CheckInventory;
}
private void CheckInventory()
{
if (IsQuestActive() && EntityManager.Instance.GetUniqueEntity<VesnaEntity>().inventory.HasItems(_itemsToContain))
{
Fulfill();
}
}
}