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; } } } }