Les events se déroule bien comme il faut. Les aventuriers sont bien repasser en IsAvailable = true quand une quête se termine.

This commit is contained in:
mrtoine 2025-10-11 17:50:11 +02:00
parent 838f91ede7
commit 3ba8dad4a2
16 changed files with 310 additions and 68 deletions

View file

@ -74,7 +74,11 @@ namespace Quests.Runtime
case TargetingType.AllHeroes:
return assignedAdventurers;
case TargetingType.RandomHero:
return new List<AdventurerClass> { assignedAdventurers[UnityEngine.Random.Range(0, assignedAdventurers.Count)] };
if (assignedAdventurers == null || assignedAdventurers.Count == 0)
return new List<AdventurerClass>();
int count = assignedAdventurers.Count;
int idx = UnityEngine.Random.Range(0, count);
return new List<AdventurerClass> { assignedAdventurers[idx] };
case TargetingType.LowestHp:
return assignedAdventurers
.OrderBy(adventurer => adventurer.Health)