restructure script folder
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@@ -0,0 +1,65 @@
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using UnityEngine;
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public class Quest : MonoBehaviour
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{
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public bool hasStarted = false;
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public bool hasCompleted = false;
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public string[] askText; // ask the player to complete the task
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public string[] duringText; // what to say to the player when the task is complete
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public string[] completionText; // what to say to the player upon completion
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public int questID = 0; // connects the quest to the registry, which gives us conditions
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public void Start()
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{
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// check if we've completed the quest
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hasCompleted = QuestRegistry.Instance.CompletedQuests.Contains(questID);
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hasStarted = QuestRegistry.Instance.ActiveQuests.Contains(questID);
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// this shouldn't be possible, but if the save is changed manually it could happen
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if (hasStarted && hasCompleted)
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{
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hasStarted = false;
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// make sure only one reference exists
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QuestRegistry.Instance.CompletedQuests.RemoveAll(id => id == questID);
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QuestRegistry.Instance.CompletedQuests.Add(questID);
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QuestRegistry.Instance.ActiveQuests.RemoveAll(id => id == questID);
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SaveSystem.Save();
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}
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}
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public void StartQuest()
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{
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hasStarted = true;
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QuestRegistry.Instance.ActiveQuests.Add(questID);
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SaveSystem.Save();
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}
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public bool CheckComplete()
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{
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QuestBool[] conditionList = QuestRegistry.Instance.QuestBoolMap[questID];
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if (conditionList != null)
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{
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foreach (QuestBool condition in conditionList)
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{
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// try each condition until we hit a false
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if (!condition.getValue())
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return false;
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}
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// otherwise return true and mark quest complete
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QuestRegistry.Instance.ActiveQuests.Remove(questID);
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QuestRegistry.Instance.CompletedQuests.Add(questID);
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SaveSystem.Save();
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hasCompleted = true;
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return true;
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}
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return false;
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 2db38219bed101e44b995a3611e4cedd
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@@ -0,0 +1,106 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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public class QuestRegistry : MonoBehaviour
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{
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// This will keep a register of all quest data and status
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public static QuestRegistry Instance { get; private set; }
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public Dictionary<int, QuestBool[]> QuestBoolMap;
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public List<int> CompletedQuests;
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public List<int> ActiveQuests;
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private void Awake()
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{
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// If there is an instance, and it's not me, delete myself.
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if (Instance != null && Instance != this)
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{
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Destroy(this);
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}
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else
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{
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Instance = this;
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Instance.QuestBoolMap = PopulateQuestData();
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PopulateQuestData();
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DontDestroyOnLoad(gameObject);
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}
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}
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private Dictionary<int, QuestBool[]> PopulateQuestData()
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{
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Dictionary<int, QuestBool[]> questBoolMap = new Dictionary<int, QuestBool[]>();
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// Quest Bool Structure: QID<QuestID>_<Bool Number>_<descriptiveName>
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// Example: QID11_4_landBurgerGreaseCleared
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#region 1 - Sam's Plea
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QuestBool[] QID1_List = new QuestBool[2];
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// QID1_1_hasEnoughStarshards
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QID1_List[0] = new QuestBool(() =>
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{
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return GameManager.Instance.Inventory.GetItemQuantity(ItemIdEnum.STAR_SHARD) > 2;
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});
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// QID1_2_hasHelpedSam
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QID1_List[1] = new QuestBool(() =>
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{
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return GameManager.Instance.Storybools.hasHelpedSam;
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});
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questBoolMap.Add(1, QID1_List);
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#endregion
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return questBoolMap;
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}
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// Save completed quests to disk
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public void SaveQuestData(ref QuestSaveData data)
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{
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data.ActiveQuests = Instance.ActiveQuests;
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data.CompletedQuests = Instance.CompletedQuests;
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}
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public void LoadQuestData(QuestSaveData data)
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{
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if (data.ActiveQuests != null)
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{
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Instance.ActiveQuests = data.ActiveQuests;
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}
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else
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{
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Instance.ActiveQuests = new List<int>();
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}
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if (data.CompletedQuests != null)
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{
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Instance.CompletedQuests = data.CompletedQuests;
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}
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else
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{
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Instance.CompletedQuests = new List<int>();
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}
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}
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}
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public class QuestBool
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{
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// This let's us define complex behavior for quests. We can also store
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// raw booleans for this if we have story beats we want to keep track of.
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public Func<bool> getValue;
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public QuestBool(Func<bool> getValue)
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{
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this.getValue = getValue;
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}
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}
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[System.Serializable]
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public struct QuestSaveData
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{
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public List<int> CompletedQuests;
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public List<int> ActiveQuests;
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: cf9658f7202522245b3ac80235b98b50
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: -2
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,10 @@
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using UnityEngine;
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[System.Serializable]
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public class Storybools
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{
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// not sure how we'll organize this yet, but right now lets do it by quest
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#region QID1
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public bool hasHelpedSam = false;
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#endregion
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 70e96df6062507943b1f7ae7df89dee5
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