46 lines
1.2 KiB
C#
46 lines
1.2 KiB
C#
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using UnityEditor;
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using System.Collections;
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using UnityEngine;
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using System.Collections.Generic;
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using System;
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[Serializable]
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public class MissionStepModel
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{
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[SerializeField] // this flag tell whatewer dialoge ware already display to user
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public MissionStepStatusEnum Status = MissionStepStatusEnum.None;
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[SerializeField]
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public DialogueStepModel DialogueStep;
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[SerializeField]
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public MissionReward Reward;
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public MissionStepModel() { }
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// Copied from DialogueStepModel
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public virtual void Build()
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{
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DialogueStep.EndOfDialogueStepAction.AddListener(GiveReward);
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DialogueStep.Build();
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}
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// Assign geting reward as Model End Action
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public void GiveReward()
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{
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var Player = GameObject.FindGameObjectWithTag("Player");
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if (!Player)
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Debug.LogError("MissionStepModel::GetReward - There is no player on scene!!!");
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Player.GetComponent<PlayerActions>().GetReward(Reward);
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}
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}
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// TODO
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// zapobieganie zniuknieciu itemow po otrzymaniu nagrody z poanelu gracza - WYKONANIE SAVE PO ZAKOŃCZENIU STEPU:
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// -- zapisanie postępu misji w pliku z misjami
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// -- zapisanie statusu panelu gracza (lista misji / content ekwipunku / magazynu)
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