Scriptum/Assets/Scripts/REFACTORING/Application/Mission/NpcMissionManager.cs

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2022-12-04 18:42:34 +01:00
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//[Serializable]
//[CreateAssetMenu(fileName = "New Mission", menuName = "Mission/New Mission")]
public class NpcMissionManager : ScriptableObject
{
public Mission mission = null;
private void BuildMission()
{
//mission.Status = MissionStatusEnum.Available;
foreach(var missionStep in mission.MissionStepsList)
{
missionStep.Build();
}
}
public void ShowStep()
{
foreach (var MissionStep in mission.MissionStepsList)
{
if (MissionStep.Status != MissionStepStatusEnum.Finished && MissionStep.DialogueStep.ListOfSentences.Count != 0)
{
MissionStep.DialogueStep.DialogueController.Show(MissionStep.DialogueStep.DialogueController.listOfDialogue.Dequeue()); // create panel
break;
}
}
}
}