Les events se déroule bien comme il faut. Les aventuriers sont bien repasser en IsAvailable = true quand une quête se termine.
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16 changed files with 310 additions and 68 deletions
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@ -112,7 +112,6 @@ namespace GameUI.Runtime
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_panelRecap.SetActive(false);
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break;
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case QuestStateEnum.InProgress:
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Info("La quête est active.");
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_buttonActivation.SetActive(false);
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_adventurersOnThisQuestPanel.SetActive(true);
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_adventurersSelection.SetActive(false);
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@ -60,19 +60,17 @@ namespace GameUI.Runtime
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// Ensure state order: Disponible -> Accepted
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_quest.State = QuestStateEnum.Accepted;
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// Persist in saved quests list
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List<QuestClass> savedQuests = GetFact<List<QuestClass>>("accepted_quests");
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savedQuests.Add(_quest);
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// Also add to runtime active quests list so other systems can find it
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if (FactExists<List<QuestClass>>("accepted_quests", out _))
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// Persist in saved quests list, ensure it exists
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var savedQuests = GetFact<List<QuestClass>>("accepted_quests");
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if (savedQuests == null)
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{
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var acceptedQuests = GetFact<List<QuestClass>>("accepted_quests");
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// Avoid duplicates by GUID
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if (!acceptedQuests.Any(q => q.ID == _quest.ID))
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{
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acceptedQuests.Add(_quest);
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}
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savedQuests = new List<QuestClass>();
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SetFact("accepted_quests", savedQuests, FactPersistence.Persistent);
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}
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// Avoid duplicates by GUID
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if (!savedQuests.Any(q => q.ID == _quest.ID))
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{
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savedQuests.Add(_quest);
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}
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SaveFacts();
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@ -83,7 +81,6 @@ namespace GameUI.Runtime
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QuestManager.Instance.NotifyAvailableQuestsUpdated(player.GuildLevel);
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// Remove the accepted card from the board
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Info($"<color=green>Quest accepted?: {_quest.Name} : {_quest.State}</color>");
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Destroy(gameObject);
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}
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@ -92,7 +92,6 @@ namespace GameUI.Runtime
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#endregion
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#region privates and protected
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[SerializeField] GameObject _panel;
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