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!!
 */