using UnityEditor; using UnityEngine; [System.Serializable] public enum MissionStatusEnum { None, Available, Rejected, Accepted, InProggress, Finished } /* * None - raw status * mostly as deffault value for models saved in assets or in files * also for code class constructors (deffault value is required to pass new instanes and save object in binnary files - not sure last one heh) * * * Available - mission is avaiable for player * system is waiting on player decision, he must reject or accept tast offered by NPC * * * Rejected - mission has been rejected by Player * Player dont want to participate in this adventure :( * * * Accepted - player want to do the job * change status to 'InProggress' * * * InProggress - player is carrying out the task * this status will be persist to complete all quest (mission) * * * Finished - mission has been compleeted by player * most importantly finish action were invoked!! */