using System.Collections; using System.Collections.Generic; using UnityEngine; public class NPCType : MonoBehaviour { public GameObject lumberjack; public int isQuest; public string name; void Start() { NPCDialogue npcdialogue = lumberjack.GetComponent(); name = npcdialogue.name; if (OnMapAppearanceMethod.IsNewGame()) { isQuest = 1; // TODO I guess we decide here if quest is available for player from the very beginning } else { isQuest = PlayerPrefs.GetInt(name + "-S"); } npcdialogue.isQuest = isQuest; } void Update() { NPCDialogue npcdialogue = lumberjack.GetComponent(); isQuest = npcdialogue.isQuest; PlayerPrefs.SetInt(name, isQuest); } public void SaveCheckpoint() { NPCDialogue npcdialogue = lumberjack.GetComponent(); isQuest = npcdialogue.isQuest; PlayerPrefs.SetInt(name + "-S", isQuest); } }