tentative de correction de bug, a finir.
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10 changed files with 26 additions and 15242 deletions
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@ -60,12 +60,7 @@ namespace Cheat.Runtime
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void Start()
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{
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Warning("‼️☣️ CHEATCODE ENABLED");
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Info($"<color=green>Liste des commandes disponibles</color>");
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foreach (var c in _commands)
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{
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Info($"<color=yellow>{c}</color>");
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}
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//
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}
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void Update()
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@ -129,12 +129,10 @@ namespace Core.Runtime
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// Chargement ou création des paramètres
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if (m_gameFacts.SaveFileExists("GeneralSettings"))
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{
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Debug.Log("<color=green>GeneralSettings exist</color>");
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LoadFacts("GeneralSettings");
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}
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else
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{
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Debug.Log("<color=orange>GeneralSettings does not exist</color>");
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GeneralSettings settings = new GeneralSettings
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{
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Language = EnumLanguage.English,
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@ -31,7 +31,6 @@ namespace Decor.Runtime
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{
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// Trigger an initial refresh
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QuestManager.Instance.NotifyAvailableQuestsUpdated(_player.GuildLevel);
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Info($"<color=yellow>Il y a actuellement {_quests} quêtes affichés sur le Panneau</color>");
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UpdateParchmentState();
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}
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@ -85,8 +84,6 @@ namespace Decor.Runtime
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)
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);
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_parchment.SetActive(hasTrulyAvailableQuests);
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Info($"<color=green>Il y a actuellement {hasTrulyAvailableQuests} disponibles</color>");
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}
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#endregion
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@ -47,7 +47,7 @@ namespace MenuSystem.Runtime
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SetFact<PlayerClass>(saveName, newPlayerClass, FactPersistence.Persistent);
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SetFact<GameTime>("game_time", new GameTime(), FactPersistence.Persistent);
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SetFact<List<AdventurerClass>>("my_adventurers", new List<AdventurerClass>(), FactPersistence.Persistent);
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SetFact<List<QuestClass>>("quests", new List<QuestClass>(), FactPersistence.Persistent);
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SetFact<List<QuestClass>>("accepted_quests", new List<QuestClass>(), FactPersistence.Persistent);
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SetFact<List<QuestClass>>("active_quests", new List<QuestClass>(), FactPersistence.Persistent);
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SetFact<List<QuestClass>>("completed_quests", new List<QuestClass>(), FactPersistence.Persistent);
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SetFact<Dictionary<Guid, List<QuestEventLog>>>("events_quests_history", new Dictionary<Guid, List<QuestEventLog>>(), FactPersistence.Persistent);
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@ -219,7 +219,7 @@ namespace Quests.Runtime
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{
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_activeQuests.Add(quest);
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}
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List<QuestClass> saveQuests = GetFact<List<QuestClass>>("quests");
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List<QuestClass> saveQuests = GetFact<List<QuestClass>>(("accepted_quests"));
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foreach (var saveQuest in saveQuests)
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{
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if (saveQuest.Name == quest.Name)
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@ -254,7 +254,7 @@ namespace Quests.Runtime
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_activeQuests.RemoveAll(q => q.Name == quest.Name);
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_completedQuests.Add(quest);
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List<QuestClass> quests = GetFact<List<QuestClass>>("quests");
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List<QuestClass> quests = GetFact<List<QuestClass>>(("accepted_quests"));
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QuestClass questToUpdate = quests.FirstOrDefault(q => q.ID == quest.ID);
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if (questToUpdate != null)
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{
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@ -2,9 +2,9 @@ namespace Quests.Runtime
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{
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public enum QuestStateEnum
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{
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Disponible,
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Accepted,
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InProgress,
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Completed,
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Disponible = 0,
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Accepted = 1,
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InProgress = 2,
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Completed = 3,
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}
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}
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@ -92,8 +92,9 @@ namespace GameUI.Runtime
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_activationButtonText.color = hasAdventurers ? Color.yellow : Color.grey;
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}
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private void ConfigureUIForQuestState(QuestStateEnum state)
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void ConfigureUIForQuestState(QuestStateEnum state)
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{
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Info($"<color=orange>Etat de la quête : {state}</color>");
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switch (state)
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{
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case QuestStateEnum.Disponible:
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@ -110,13 +111,6 @@ namespace GameUI.Runtime
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_adventurersSelection.SetActive(true);
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_panelRecap.SetActive(false);
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break;
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case QuestStateEnum.Completed:
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_buttonActivation.SetActive(false);
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_adventurersOnThisQuestPanel.SetActive(false);
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_adventurersSelection.SetActive(false);
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_panelRecap.SetActive(true);
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_panelRecap.GetComponent<QuestLogsListUI>().ShowFor(QuestManager.Instance.CurrentQuest.ID);
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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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@ -124,6 +118,13 @@ namespace GameUI.Runtime
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_adventurersSelection.SetActive(false);
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_panelRecap.SetActive(false);
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break;
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case QuestStateEnum.Completed:
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_buttonActivation.SetActive(false);
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_adventurersOnThisQuestPanel.SetActive(false);
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_adventurersSelection.SetActive(false);
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_panelRecap.SetActive(true);
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_panelRecap.GetComponent<QuestLogsListUI>().ShowFor(QuestManager.Instance.CurrentQuest.ID);
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break;
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default:
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_buttonActivation.SetActive(false);
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_adventurersOnThisQuestPanel.SetActive(true);
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@ -139,6 +140,7 @@ namespace GameUI.Runtime
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quest = FindMatchingActiveQuest(quest);
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QuestManager.Instance.CurrentQuest = quest;
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Info($"<color=green><InfoQuestPanel.cs:143></color><color=orange>{quest.Name}</color>");
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UpdateQuestInfoDisplay(quest);
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ConfigureUIForQuestState(quest.State);
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}
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@ -162,7 +164,7 @@ namespace GameUI.Runtime
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return matchingQuest ?? quest;
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}
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private void UpdateQuestInfoDisplay(QuestClass quest)
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void UpdateQuestInfoDisplay(QuestClass quest)
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{
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m_title.text = LocalizationSystem.Instance.GetLocalizedText(quest?.Name);
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string descKey = quest?.Description;
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@ -61,17 +61,17 @@ namespace GameUI.Runtime
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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>>("quests");
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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>>("active_quests", out _))
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if (FactExists<List<QuestClass>>("accepted_quests", out _))
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{
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var activeQuests = GetFact<List<QuestClass>>("active_quests");
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var acceptedQuests = GetFact<List<QuestClass>>("accepted_quests");
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// Avoid duplicates by GUID
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if (!activeQuests.Any(q => q.ID == _quest.ID))
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if (!acceptedQuests.Any(q => q.ID == _quest.ID))
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{
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activeQuests.Add(_quest);
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acceptedQuests.Add(_quest);
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}
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}
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@ -44,9 +44,9 @@ namespace GameUI.Runtime
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Destroy(child.gameObject);
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}
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if (FactExists<List<QuestClass>>("quests", out _))
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if (FactExists<List<QuestClass>>(("accepted_quests"), out _))
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{
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List<QuestClass> questsFromSave = GetFact<List<QuestClass>>("quests");
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List<QuestClass> questsFromSave = GetFact<List<QuestClass>>(("accepted_quests"));
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List<QuestClass> quests = QuestManager.Instance.ResolveQuestsList(questsFromSave);
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foreach (var quest in quests)
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