Scriptum/Assets/Scripts/REFACTORING/Application/Mission/Model/MissionStepModel.cs
2022-12-04 20:48:40 +01:00

46 lines
1.2 KiB
C#

using UnityEditor;
using System.Collections;
using UnityEngine;
using System.Collections.Generic;
using System;
[Serializable]
public class MissionStepModel
{
[SerializeField] // this flag tell whatewer dialoge ware already display to user
public MissionStepStatusEnum Status = MissionStepStatusEnum.None;
[SerializeField]
public DialogueStepModel DialogueStep;
[SerializeField]
public MissionReward Reward;
public MissionStepModel() { }
// Copied from DialogueStepModel
public virtual void Build()
{
DialogueStep.EndOfDialogueStepAction.AddListener(GiveReward);
DialogueStep.Build();
}
// Assign geting reward as Model End Action
public void GiveReward()
{
var Player = GameObject.FindGameObjectWithTag("Player");
if (!Player)
Debug.LogError("MissionStepModel::GetReward - There is no player on scene!!!");
Player.GetComponent<PlayerActions>().GetReward(Reward);
}
}
// TODO
// zapobieganie zniuknieciu itemow po otrzymaniu nagrody z poanelu gracza - WYKONANIE SAVE PO ZAKOŃCZENIU STEPU:
// -- zapisanie postępu misji w pliku z misjami
// -- zapisanie statusu panelu gracza (lista misji / content ekwipunku / magazynu)