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