fr.jeanf.questsystem 0.0.53 → 0.0.54
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@@ -60,7 +60,7 @@ namespace jeanf.questsystem
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// failsafe to avoid lauching the same step more than once at a time.
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// if (stepStatus == QuestStepStatus.Active) return;
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-
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+
Debug.Log($"Initializing questStep [{stepId}] with for quest with questId: [{questId}]");
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stepStatus = QuestStepStatus.Active;
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stepActive?.Invoke(stepId, stepStatus);
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@@ -72,14 +72,14 @@ namespace jeanf.questsystem
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}
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if (isUsingIntroTimeline && timeline)
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{
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-
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+
Debug.Log($"sending trigger to timeline: {timeline.name}, triggerValue: true");
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_timelineTriggerEventChannelSo.RaiseEvent(timeline, true);
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}
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if(isDebug) Debug.Log($"Step with id [{stepId}] has {questStepsToTrigger.Count} childSteps");
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foreach(QuestStep questStep in questStepsToTrigger)
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{
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-
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+
Debug.Log($"sending childstep to initialization: {questStep.name}, stepId: [{questStep.stepId}]");
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childStep?.Invoke(questStep);
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}
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}
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@@ -88,27 +88,27 @@ namespace jeanf.questsystem
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protected void FinishQuestStep()
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{
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-
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Debug.Log($" ---- Step with id: {stepId} finished. Changing status to completed", this);
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stepStatus = QuestStepStatus.Completed;
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if (sendQuestStepTooltip != null)
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{
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-
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Debug.Log($" ---- Step with id: {stepId} finished. Sending tooltip", this);
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sendQuestStepTooltip.RaiseEvent(string.Empty);
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}
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;
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foreach(QuestStep questStep in questStepsToTrigger)
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{
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-
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Debug.Log($" ---- Step with id: {stepId} finished. Requesting to start next step: {questStep.stepId}", this);
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sendNextStepId?.Invoke(questStep.stepId);
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}
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-
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+
Debug.Log($" ---- Step with id: {stepId} finished. Sending stepCompleted Event (delegate) with argument: {stepId}", this);
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stepCompleted?.Invoke(stepId);
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-
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+
Debug.Log($" ---- Step with id: {stepId} finished. Sending stepActive Event (delegate) with arguments: {stepId}, {stepStatus} ", this);
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stepActive?.Invoke(stepId, stepStatus);
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-
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Debug.Log($" ---- Step with id: {stepId} finished. Destroying the gameobject with name {this.name}", this);
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Destroy(this.gameObject);
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}
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