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;
            }
        }
    }
}