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