Update du système de quêtes. Refactorisation et redefinission des états d'une quête.

This commit is contained in:
mrtoine 2025-10-10 14:25:05 +02:00
parent 2370cb670d
commit 3dbddc57ae
7 changed files with 94 additions and 19 deletions

View file

@ -65,15 +65,27 @@ namespace GameUI.Runtime
void DisplayAvailableQuests(List<QuestTemplate> availableTemplates, List<QuestClass> acceptedQuests)
{
foreach (var quest in availableTemplates)
// Build a set of started quest IDs (Accepted/Active + Completed)
var startedIds = new HashSet<System.Guid>();
foreach (var q in QuestManager.Instance.ActiveQuests ?? new List<QuestClass>())
{
if (acceptedQuests.Any(q => q.Name == quest.data.Name))
if (q.ID != System.Guid.Empty) startedIds.Add(q.ID);
}
foreach (var q in QuestManager.Instance.CompletedQuests ?? new List<QuestClass>())
{
if (q.ID != System.Guid.Empty) startedIds.Add(q.ID);
}
foreach (var template in availableTemplates)
{
// Skip if this template already started (by GUID)
if (System.Guid.TryParse(template.m_assetGuid, out var guid) && startedIds.Contains(guid))
{
continue;
}
DisplayCard(quest);
DisplayCard(template);
}
}
}
void DisplayCard(QuestTemplate quest)
{