ajout de la prefab CompletedQUest et du script QUestHistory. Modification dans les script (BaseMonobehaviour => BaseMonoBheaviour)

This commit is contained in:
mrtoine 2025-10-13 08:42:08 +02:00
parent 3ba8dad4a2
commit 9143f3c50d
52 changed files with 1438 additions and 724 deletions

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@ -24,11 +24,11 @@ namespace GuildTycoon.Tests.Editor
// Ensure profile and base facts are set
_gameManager.Profile = "UnitTestProfile";
_gameManager.Fact = new FactDictionnary();
GameManager.m_gameFacts = _gameManager.Fact; // ensure BaseMonobehaviour access works
GameManager.m_gameFacts = _gameManager.Fact; // ensure BaseMonoBehaviour access works
// Pre-seed facts used by QuestManager
_gameManager.Fact.SetFact("accepted_quests", new List<QuestClass>(), BaseMonobehaviour.FactPersistence.Normal);
_gameManager.Fact.SetFact("events_quests_history", new Dictionary<Guid, List<QuestEventLog>>(), BaseMonobehaviour.FactPersistence.Normal);
_gameManager.Fact.SetFact("accepted_quests", new List<QuestClass>(), BaseMonoBehaviour.FactPersistence.Normal);
_gameManager.Fact.SetFact("events_quests_history", new Dictionary<Guid, List<QuestEventLog>>(), BaseMonoBehaviour.FactPersistence.Normal);
// Create QuestManager
_qmGO = new GameObject("QuestManager_Test");
@ -64,7 +64,7 @@ namespace GuildTycoon.Tests.Editor
// Seed facts with the same quest so QuestManager can update saved state
var accepted = new List<QuestClass> { new QuestClass(questId, quest.Name, quest.Description, quest.Objective, quest.Duration, quest.Difficulty, quest.Rewards, quest.MinLevel) { State = QuestStateEnum.InProgress } };
_gameManager.Fact.SetFact("accepted_quests", accepted, BaseMonobehaviour.FactPersistence.Normal);
_gameManager.Fact.SetFact("accepted_quests", accepted, BaseMonoBehaviour.FactPersistence.Normal);
QuestClass completedRaised = null;
Action<QuestClass> handler = q => completedRaised = q;