refactorisation du QuestSystem

This commit is contained in:
mrtoine 2025-10-10 10:46:01 +02:00
parent 2370cb670d
commit 5fa20c954c
11 changed files with 128 additions and 39 deletions

View file

@ -44,14 +44,13 @@ namespace GameUI.Runtime
Destroy(child.gameObject);
}
if (FactExists<List<QuestClass>>("quests", out _))
if (FactExists<List<QuestClass>>(SaveKeys.Active, out _))
{
List<QuestClass> questsFromSave = GetFact<List<QuestClass>>("quests");
List<QuestClass> quests = QuestManager.Instance.ResolveQuestsList(questsFromSave);
foreach (var quest in quests)
// Show only accepted quests in this panel
List<QuestClass> accepted = GetFact<List<QuestClass>>(SaveKeys.Active);
foreach (var quest in accepted.Where(q => q.State == QuestStateEnum.Accepted))
{
DisplayQuest(quest); //=> Key : L'id de la quête, Value : Le State
DisplayQuest(quest);
}
}
}
@ -70,6 +69,8 @@ namespace GameUI.Runtime
questMini.m_check?.SetActive(isCompleted);
}
Info($"<color=green>On affiche la quete : {quest.Name}</color>");
questGO.GetComponent<InteractionQuestCard>().SetQuest(quest);
}