fr.jeanf.questsystem 0.1.7 → 0.1.9
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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@@ -75,7 +75,7 @@ namespace jeanf.questsystem
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questId = questSO.id;
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for (int i = 0; i < questSO.rootSteps.Length; i++)
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{
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-
if (isDebug) Debug.Log($"id on awake {questSO.rootSteps[i].StepId}, added to {this.name}'s dictionary", this);
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//if (isDebug) Debug.Log($"id on awake {questSO.rootSteps[i].StepId}, added to {this.name}'s dictionary", this);
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AddStepToStepMap(questSO.rootSteps[i]);
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rootSteps.Add(questSO.rootSteps[i]);
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}
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@@ -155,15 +155,15 @@ namespace jeanf.questsystem
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}
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private void AddStepToStepMap(QuestStep step)
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{
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if (isDebug) Debug.Log($"--- Received request to add step {step.name} with id: {step.StepId} to stepMap.");
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//if (isDebug) Debug.Log($"--- Received request to add step {step.name} with id: {step.StepId} to stepMap.");
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if (!stepMap.ContainsKey(step.StepId))
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{
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if (isDebug) Debug.Log($"--- Step [{step.StepId}] not found in stepMap, adding it.");
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//if (isDebug) Debug.Log($"--- Step [{step.StepId}] not found in stepMap, adding it.");
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stepMap.Add(step.StepId, step);
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}
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if (completedSteps.ContainsKey(step.StepId))
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{
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if (isDebug) Debug.Log($"--- Step [{step.StepId}] already completed removing it from completeSteps so that we can go through it again.");
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//if (isDebug) Debug.Log($"--- Step [{step.StepId}] already completed removing it from completeSteps so that we can go through it again.");
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completedSteps.Remove(step.StepId);
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}
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}
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@@ -185,7 +185,7 @@ namespace jeanf.questsystem
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completedSteps.Clear();
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completedSteps.TrimExcess();
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if (isDebug) Debug.Log($"Quest [{id}]: _startQuestOnEnable value is: [{_startQuestOnEnable}]");
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//if (isDebug) Debug.Log($"Quest [{id}]: _startQuestOnEnable value is: [{_startQuestOnEnable}]");
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if (!_startQuestOnEnable || id != questId) return;
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clearToStart = true;
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currentQuestState = QuestState.CAN_START;
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@@ -221,28 +221,28 @@ namespace jeanf.questsystem
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}
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private void UpdateState()
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{
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if (isDebug) Debug.Log($"Updating State...");
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//if (isDebug) Debug.Log($"Updating State...");
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if (!clearToStart) return;
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if (isDebug) Debug.Log($"All is clear, continuing ...");
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//if (isDebug) Debug.Log($"All is clear, continuing ...");
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switch (currentQuestState)
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{
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case QuestState.CAN_START:
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{
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if (isDebug) Debug.Log($"Starting quest: {questId}");
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//if (isDebug) Debug.Log($"Starting quest: {questId}");
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GameEventsManager.instance.questEvents.StartQuest(questId);
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break;
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}
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case QuestState.CAN_FINISH:
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{
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if (isDebug) Debug.Log($"Finishing quest: {questId}");
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//if (isDebug) Debug.Log($"Finishing quest: {questId}");
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GameEventsManager.instance.questEvents.FinishQuest(questId);
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break;
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}
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case QuestState.REQUIREMENTS_NOT_MET:
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if (_startQuestOnEnable)
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{
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if (isDebug) Debug.Log($"forcing start of quest: {questId}");
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//if (isDebug) Debug.Log($"forcing start of quest: {questId}");
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GameEventsManager.instance.questEvents.StartQuest(questId);
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}
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break;
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@@ -258,7 +258,7 @@ namespace jeanf.questsystem
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{
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if (id != questId) return;
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this.progress = progress;
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if (isDebug) Debug.Log($"questid [{id}] progress = {progress * 100}%");
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//if (isDebug) Debug.Log($"questid [{id}] progress = {progress * 100}%");
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}
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private void QuestStateChange(Quest quest)
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{
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@@ -294,10 +294,10 @@ namespace jeanf.questsystem
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}
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public void LogActiveSteps()
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{
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Debug.Log($"There is {activeSteps.Count} active steps at the moment.");
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//Debug.Log($"There is {activeSteps.Count} active steps at the moment.");
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foreach (var step in activeSteps.Keys)
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{
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Debug.Log($"active step: {step}");
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//Debug.Log($"active step: {step}");
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}
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}
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#endif
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@@ -316,7 +316,7 @@ namespace jeanf.questsystem
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if (QuestInitialCheck == null)
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{
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if (isDebug) Debug.Log($"{searching} {_}/QuestInitialCheck in {searchLocation} ", this);
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//if (isDebug) Debug.Log($"{searching} {_}/QuestInitialCheck in {searchLocation} ", this);
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QuestInitialCheck = Resources.Load<StringEventChannelSO>($"{_}/QuestInitialCheck");
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if (QuestInitialCheck == null)
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{
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@@ -329,7 +329,7 @@ namespace jeanf.questsystem
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if (questSO == null)
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{
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if (isDebug) Debug.Log($"There is no questSO in the questItem");
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//if (isDebug) Debug.Log($"There is no questSO in the questItem");
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validityCheck = false;
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invalidObjects.Add(questSO);
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}
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@@ -337,7 +337,7 @@ namespace jeanf.questsystem
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if (QuestProgress == null)
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{
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if (isDebug) Debug.Log($"{searching} {_}/QuestsProgressChannel in {searchLocation} ", this);
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//if (isDebug) Debug.Log($"{searching} {_}/QuestsProgressChannel in {searchLocation} ", this);
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QuestProgress = Resources.Load<StringFloatEventChannelSO>($"{_}/QuestsProgressChannel");
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if (QuestProgress == null)
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{
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@@ -350,7 +350,7 @@ namespace jeanf.questsystem
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if (loadRequiredScenesEventChannel == null)
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{
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if (isDebug) Debug.Log($"{searching} {_}/loadRequiredScenesEventChannel in {searchLocation} ", this);
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//if (isDebug) Debug.Log($"{searching} {_}/loadRequiredScenesEventChannel in {searchLocation} ", this);
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loadRequiredScenesEventChannel = Resources.Load<StringListEventChannelSO>($"{_}/LoadRequiredScenesEventChannel");
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if (loadRequiredScenesEventChannel == null)
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{
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@@ -363,7 +363,7 @@ namespace jeanf.questsystem
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if (requirementCheck == null)
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{
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if (isDebug) Debug.Log($"{searching} {_}/QuestRequirementCheck in {searchLocation}", this);
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//if (isDebug) Debug.Log($"{searching} {_}/QuestRequirementCheck in {searchLocation}", this);
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requirementCheck = Resources.Load<StringEventChannelSO>($"{_}/QuestRequirementCheck");
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if (requirementCheck == null)
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{
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@@ -212,7 +212,7 @@ namespace jeanf.questsystem
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//quest.GetQuestData();
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// serialize using JsonUtility, but use whatever you want here (like JSON.NET)
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string serializedData = JsonUtility.ToJson(questData);
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Debug.Log($"saved data {serializedData}");
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//if(isDebug) Debug.Log($"saved data {serializedData}");
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// saving to PlayerPrefs is just a quick example for this tutorial video,
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// you probably don't want to save this info there long-term.
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// instead, use an actual Save & Load system and write to a file, the cloud, etc..
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@@ -220,12 +220,12 @@ namespace jeanf.questsystem
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}
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catch (System.Exception e)
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{
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Debug.LogError("Failed to save quest with id " + quest.questSO.id + ": " + e);
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//Debug.LogError("Failed to save quest with id " + quest.questSO.id + ": " + e);
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}
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}
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private Quest LoadQuest(QuestSO questSO)
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{
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Debug.Log($"attempting to load quest with id: [{questSO.id}]");
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//Debug.Log($"attempting to load quest with id: [{questSO.id}]");
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var quest = new Quest(questSO);
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try
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{
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@@ -235,18 +235,18 @@ namespace jeanf.questsystem
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var serializedData = PlayerPrefs.GetString(questSO.id);
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var questData = JsonUtility.FromJson<QuestData>(serializedData);
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quest = new Quest(questSO, questData.state, questData.questStepIndex, questData.questStepStates);
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Debug.Log($"loaded previously saved quest with id: [{quest.questSO.id}]");
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//Debug.Log($"loaded previously saved quest with id: [{quest.questSO.id}]");
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}
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// otherwise, initialize a new quest
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else
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{
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quest = new Quest(questSO);
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Debug.Log($"loaded a fresh instance of quest with id: [{quest.questSO.id}]");
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//Debug.Log($"loaded a fresh instance of quest with id: [{quest.questSO.id}]");
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}
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}
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catch (System.Exception e)
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{
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Debug.LogError($"Failed to load quest with id: [{quest.questSO.id}] - exception: {e}");
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//Debug.LogError($"Failed to load quest with id: [{quest.questSO.id}] - exception: {e}");
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}
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return quest;
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@@ -103,7 +103,7 @@ 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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if(isDebug) Debug.Log($"Initializing questStep [{stepId}] with for quest with questId: [{questId}]");
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//if(isDebug) Debug.Log($"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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@@ -115,15 +115,15 @@ namespace jeanf.questsystem
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}
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if (isUsingIntroTimeline && timeline)
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{
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if(isDebug) Debug.Log($"sending trigger to timeline: {timeline.name}, triggerValue: true");
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//if(isDebug) Debug.Log($"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($"Step with id [{stepId}] has {questStepsToTrigger.Count} childSteps");
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//if(isDebug) Debug.Log($"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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if(isDebug) Debug.Log($"sending childstep to initialization: {questStep.name}, stepId: [{questStep.stepId}]");
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//if(isDebug) Debug.Log($"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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@@ -145,7 +145,7 @@ namespace jeanf.questsystem
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endStepChannel.RaiseEvent(stepId);
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foreach (QuestStep questStep in questStepsTriggeredOnFailure)
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{
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if (isDebug) Debug.Log($" ---- Step with id: {stepId} finished. Requesting to start next step: {questStep.stepId}", this);
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//if (isDebug) Debug.Log($" ---- Step with id: {stepId} finished. Requesting to start next step: {questStep.stepId}", this);
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//Si questStep.prerequisitesStep are in QuestItem.stepsCompleted
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sendNextStepId?.Invoke(questStep.stepId);
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@@ -153,31 +153,31 @@ namespace jeanf.questsystem
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}
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public void FinishQuestStep()
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{
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if(isDebug) Debug.Log($" ---- Step with id: {stepId} finished. Changing status to completed", this);
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//if(isDebug) Debug.Log($" ---- 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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if(isDebug) Debug.Log($" ---- Step with id: {stepId} finished. Sending tooltip", this);
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//if(isDebug) Debug.Log($" ---- Step with id: {stepId} finished. Sending tooltip", this);
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sendQuestStepTooltip.RaiseEvent(string.Empty);
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}
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if(isDebug) Debug.Log($" ---- Step with id: {stepId} finished. Sending stepCompleted Event (delegate) with argument: {stepId}", this);
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//if(isDebug) Debug.Log($" ---- Step with id: {stepId} finished. Sending stepCompleted Event (delegate) with argument: {stepId}", this);
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stepCompleted?.Invoke(stepId);
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if (isDebug) Debug.Log($" ---- Step with id: {stepId} finished. Sending stepActive Event (delegate) with arguments: {stepId}, {stepStatus} ", this);
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//if (isDebug) Debug.Log($" ---- 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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foreach (QuestStep questStep in questStepsToTrigger)
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{
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if (isDebug) Debug.Log($" ---- Step with id: {stepId} finished. Requesting to start next step: {questStep.stepId}", this);
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//if (isDebug) Debug.Log($" ---- Step with id: {stepId} finished. Requesting to start next step: {questStep.stepId}", this);
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//Si questStep.prerequisitesStep are in QuestItem.stepsCompleted
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sendNextStepId?.Invoke(questStep.stepId);
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}
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if(isDebug) Debug.Log($" ---- Step with id: {stepId} finished. Destroying the gameobject with name {this.name}", this);
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//if(isDebug) Debug.Log($" ---- 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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#endregion
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