2022-06-14 15:54:28 +02:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class NPCType : MonoBehaviour
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{
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public GameObject lumberjack;
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public int isQuest;
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public string name;
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void Start()
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{
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NPCDialogue npcdialogue = lumberjack.GetComponent<NPCDialogue>();
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name = npcdialogue.name;
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if (OnMapAppearanceMethod.Gateway == OnMapAppearanceMethodEnum.NewGame)
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2022-06-15 19:54:44 +02:00
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{
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isQuest = 1; // TODO I guess we decide here if quest is available for player from the very beginning
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2022-06-15 19:54:44 +02:00
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}
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else
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{
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isQuest = PlayerPrefs.GetInt(name + "-S");
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2022-06-15 19:54:44 +02:00
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}
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2022-10-02 18:45:58 +02:00
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2022-06-15 16:32:14 +02:00
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npcdialogue.isQuest = isQuest;
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}
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void Update()
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{
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NPCDialogue npcdialogue = lumberjack.GetComponent<NPCDialogue>();
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isQuest = npcdialogue.isQuest;
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PlayerPrefs.SetInt(name, isQuest);
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}
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public void SaveCheckpoint()
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{
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NPCDialogue npcdialogue = lumberjack.GetComponent<NPCDialogue>();
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isQuest = npcdialogue.isQuest;
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2022-10-02 18:45:58 +02:00
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PlayerPrefs.SetInt(name + "-S", isQuest);
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2022-06-15 19:54:44 +02:00
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}
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2022-06-14 15:54:28 +02:00
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}
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