Mise à jour signale du panneau
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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@ -1,4 +1,11 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Core.Runtime;
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using EventSystem.Runtime;
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using Player.Runtime;
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using Quests.Runtime;
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using UnityEngine;
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namespace Decor.Runtime
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{
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@ -6,14 +13,63 @@ namespace Decor.Runtime
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{
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#region private & protected
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[SerializeField] GameObject _parchment;
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int _quests;
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PlayerClass _player;
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#endregion
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#region Unity API
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void Awake()
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{
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_player = GetFact<PlayerClass>(GameManager.Instance.Profile);
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}
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void Start()
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{
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//UpdateParchmentState();
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Info($"<color=yellow>Il y a actuellement {_quests} quêtes affichés sur le Panneau</color>");
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}
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void Update()
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{
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UpdateParchmentState();
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}
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#endregion
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#region Main Methods
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//
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#endregion
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#region Utils
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void UpdateParchmentState()
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{
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List<QuestTemplate> availableTemplates = QuestManager.Instance.GetAvailableQuests(_player.GuildLevel);
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var allPossibleQuests = QuestManager.Instance.GetAvailableQuests(_player.GuildLevel);
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// 2. Quêtes déjà démarrées (actives OU complétées)
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var startedQuests = QuestManager.Instance.ActiveQuests
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.Concat(QuestManager.Instance.CompletedQuests)
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.ToList();
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// 3. Quêtes vraiment disponibles = possibles - déjà démarrées
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bool hasTrulyAvailableQuests = allPossibleQuests
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.Any(possibleQuest =>
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!startedQuests.Any(startedQuest =>
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startedQuest.Name == possibleQuest.data.Name
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)
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);
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_parchment.SetActive(hasTrulyAvailableQuests);
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Info($"<color=green>Il y a actuellement {hasTrulyAvailableQuests} disponibles</color>");
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}
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#endregion
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}
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}
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@ -7,6 +7,7 @@ namespace EventSystem.Runtime
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{
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public static event Action<QuestClass> OnInfoQuestPanel;
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public static event Action OnRefresh;
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public static event Action OnNewQuestRegistered;
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public static void RaiseInfoQuestPanel(QuestClass questClass)
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{
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{
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OnRefresh?.Invoke();
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}
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public static void RaiseNewQuestRegistered()
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{
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OnNewQuestRegistered?.Invoke();
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}
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}
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}
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public static event Action<QuestClass> OnQuestCompleted;
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public static event Action<QuestEvent> OnEventReceived;
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public static event Action<QuestClass> OnEventFromQuest;
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public static event Action<List<QuestTemplate>> OnAvailableQuestsUpdated;
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#endregion
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@ -155,6 +156,23 @@ namespace Quests.Runtime
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return quests;
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}
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public List<QuestTemplate> GetAvailableQuests(int level)
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{
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var factory = _questDatabase.GetFactoryForLevel(level);
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if (factory == null)
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return new List<QuestTemplate>();
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return factory.questTemplates
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.Where(q => q.data.MinLevel <= level)
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.ToList();
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}
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public void NotifyAvailableQuestsUpdated(int level)
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{
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var available = GetAvailableQuests(level);
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OnAvailableQuestsUpdated?.Invoke(available);
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}
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#endregion
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#region Methods
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Core.Runtime;
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@ -12,74 +11,42 @@ namespace GameUI.Runtime
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{
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public class QuestsBoardPanel : BaseMonobehaviour
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{
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#region Publics
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public QuestFactoryDatabase _questFactoryDatabase;
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#endregion
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#region Unity API
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void OnEnable()
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{
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_player = GetFact<PlayerClass>(GameManager.Instance.Profile);
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QuestManager.OnAvailableQuestsUpdated += OnAvailableQuestsChanged;
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}
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/*void Start()
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void OnDisable()
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{
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foreach (var txt in GetComponentsInChildren<TMP_Text>())
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{
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txt.text = LocalizationSystem.Instance.GetLocalizedText(txt.text);
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}
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QuestManager.OnAvailableQuestsUpdated -= OnAvailableQuestsChanged;
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}
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var factory = _questFactoryDatabase.GetFactoryForLevel(_player.GuildLevel);
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if (factory != null)
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{
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var availableTemplates = factory.questTemplates
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.Where(q => q.data.MinLevel <= _player.GuildLevel)
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.ToList();
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List<QuestClass> acceptedQuestNames = new List<QuestClass>();
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if (FactExists<List<QuestClass>>("quests", out _))
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{
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acceptedQuestNames = GetFact<List<QuestClass>>("quests");
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}
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foreach (var quest in availableTemplates)
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{
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if (acceptedQuestNames != null && acceptedQuestNames.Any(q => q.ID == quest.data.ID))
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continue;
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DisplayCard(quest);
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}
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}
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}*/
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void Start()
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{
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InitializeLocalization();
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List<QuestTemplate> availableTemplates = GetAvailableQuests();
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List<QuestClass> acceptedQuests = GetAcceptedQuests();
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List<QuestTemplate> availableTemplates = QuestManager.Instance.GetAvailableQuests(_player.GuildLevel);
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List<QuestClass> acceptedQuests = QuestManager.Instance.ActiveQuests;
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DisplayAvailableQuests(availableTemplates, acceptedQuests);
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}
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#endregion
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#region Main Methods
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//
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#region Public
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void OnAvailableQuestsChanged(List<QuestTemplate> availableTemplates)
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{
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List<QuestClass> acceptedQuests = QuestManager.Instance.ActiveQuests;
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ClearPanel();
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DisplayAvailableQuests(availableTemplates, acceptedQuests);
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}
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#endregion
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#region Utils
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void InitializeLocalization()
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{
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foreach (var txt in GetComponentsInChildren<TMP_Text>())
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@ -88,51 +55,41 @@ namespace GameUI.Runtime
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}
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}
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List<QuestTemplate> GetAvailableQuests()
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void ClearPanel()
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{
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var factory = _questFactoryDatabase.GetFactoryForLevel(_player.GuildLevel);
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if (factory == null)
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return new List<QuestTemplate>();
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return factory.questTemplates
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.Where(q => q.data.MinLevel <= _player.GuildLevel)
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.ToList();
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}
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List<QuestClass> GetAcceptedQuests()
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{
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if (FactExists<List<QuestClass>>("quests", out _))
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foreach (Transform child in _panel.transform)
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{
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return GetFact<List<QuestClass>>("quests");
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Destroy(child.gameObject);
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}
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return new List<QuestClass>();
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}
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void DisplayAvailableQuests(List<QuestTemplate> availableTemplates, List<QuestClass> acceptedQuests)
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{
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foreach(var quest in availableTemplates)
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foreach (var quest in availableTemplates)
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{
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if (acceptedQuests.Any(q => q.Name == quest.data.Name))
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{
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continue;
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}
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DisplayCard(quest);
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}
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}
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void DisplayCard(QuestTemplate quest)
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{
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GameObject GO = Instantiate(_questCardPrefab, _panel.transform);
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QuestCardUI card = GO.GetComponent<QuestCardUI>();
|
||||
card.Setup(quest.ToQuestClass(QuestStateEnum.Disponible));
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
#region Privates and Protected
|
||||
|
||||
|
||||
PlayerClass _player;
|
||||
[SerializeField] GameObject _panel;
|
||||
[SerializeField] GameObject _questCardPrefab;
|
||||
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1304,7 +1304,6 @@ MonoBehaviour:
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m_Version: 2
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m_TaaSettings:
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m_Quality: 3
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m_FrameInfluence: 0.1
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@ -1312,6 +1311,7 @@ MonoBehaviour:
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m_MipBias: 0
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m_VarianceClampScale: 0.9
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m_ContrastAdaptiveSharpening: 0
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m_Version: 2
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--- !u!114 &330585548
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -1641,17 +1641,23 @@ MonoBehaviour:
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m_LightLayerMask: 1
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m_RenderingLayers: 1
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m_CustomShadowLayers: 0
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m_ShadowLayerMask: 1
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m_ShadowRenderingLayers: 1
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m_LightCookieSize: {x: 1, y: 1}
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m_LightCookieOffset: {x: 0, y: 0}
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m_SoftShadowQuality: 1
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m_RenderingLayersMask:
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serializedVersion: 0
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m_Bits: 1
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m_ShadowRenderingLayersMask:
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serializedVersion: 0
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m_Bits: 1
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m_Version: 4
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m_LightLayerMask: 1
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m_ShadowLayerMask: 1
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m_RenderingLayers: 1
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m_ShadowRenderingLayers: 1
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--- !u!1001 &423356076
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PrefabInstance:
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m_ObjectHideFlags: 0
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@ -1828,6 +1834,8 @@ SpriteRenderer:
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m_RayTracingAccelStructBuildFlagsOverride: 0
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m_RayTracingAccelStructBuildFlags: 1
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m_SmallMeshCulling: 1
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m_ForceMeshLod: -1
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m_MeshLodSelectionBias: 0
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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@ -1849,6 +1857,7 @@ SpriteRenderer:
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
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m_LightmapParameters: {fileID: 0}
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m_GlobalIlluminationMeshLod: 0
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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@ -3096,6 +3105,7 @@ GameObject:
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serializedVersion: 6
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m_Component:
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- component: {fileID: 896731487}
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- component: {fileID: 896731488}
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m_Layer: 0
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m_Name: PanelQuests
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m_TagString: Untagged
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@ -3119,8 +3129,54 @@ Transform:
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- {fileID: 1678081093}
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- {fileID: 677607615}
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- {fileID: 113759540}
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- {fileID: 905935686}
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m_Father: {fileID: 1322594616}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &896731488
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 896731486}
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: ee4d7e155702f0836847d55f31276d2f, type: 3}
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m_EditorClassIdentifier:
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GameObject:
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m_ObjectHideFlags: 0
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 905935686}
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m_Layer: 0
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--- !u!4 &905935686
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Transform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 905935685}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 3.63, y: 1.023, z: 4.72}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Father: {fileID: 896731487}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1 &933097341
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GameObject:
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m_ObjectHideFlags: 0
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@ -4875,17 +4931,23 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 474bcb49853aa07438625e644c072ee6, type: 3}
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m_Name:
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m_AdditionalLightsShadowResolutionTier: 2
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m_RenderingLayers: 1
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m_CustomShadowLayers: 0
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m_ShadowLayerMask: 1
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m_ShadowRenderingLayers: 1
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m_LightCookieSize: {x: 1, y: 1}
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m_LightCookieOffset: {x: 0, y: 0}
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m_SoftShadowQuality: 0
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m_RenderingLayersMask:
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serializedVersion: 0
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m_Bits: 1
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m_ShadowRenderingLayersMask:
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serializedVersion: 0
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m_Bits: 1
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m_Version: 4
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m_LightLayerMask: 1
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m_ShadowLayerMask: 1
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m_RenderingLayers: 1
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m_ShadowRenderingLayers: 1
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--- !u!108 &1430254894
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Light:
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m_ObjectHideFlags: 0
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@ -6033,6 +6095,11 @@ Transform:
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m_CorrespondingSourceObject: {fileID: 8496603833583034419, guid: 726cae9a9eadce34cb37f945e9c37432, type: 3}
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m_PrefabInstance: {fileID: 1803305437}
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m_PrefabAsset: {fileID: 0}
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--- !u!1 &1814929025 stripped
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GameObject:
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m_CorrespondingSourceObject: {fileID: 7152422665204371551, guid: 7ae78b65dda913b46935796ea11ff6fd, type: 3}
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m_PrefabInstance: {fileID: 53848034}
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m_PrefabAsset: {fileID: 0}
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--- !u!1001 &1840731359
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PrefabInstance:
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m_ObjectHideFlags: 0
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@ -6289,7 +6356,6 @@ MonoBehaviour:
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m_ScreenCoordScaleBias: {x: 0, y: 0, z: 0, w: 0}
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m_RequiresDepthTexture: 0
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m_RequiresColorTexture: 0
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m_Version: 2
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m_TaaSettings:
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m_Quality: 3
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m_FrameInfluence: 0.1
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@ -6297,6 +6363,7 @@ MonoBehaviour:
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m_MipBias: 0
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m_VarianceClampScale: 0.9
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m_ContrastAdaptiveSharpening: 0
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m_Version: 2
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--- !u!81 &1929299934
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AudioListener:
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m_ObjectHideFlags: 0
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|
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|
|||
Loading…
Add table
Add a link
Reference in a new issue