update to unity 6.2, add save system and quest system
This commit is contained in:
@@ -1,9 +1,11 @@
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using System.Collections.Generic;
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using UnityEngine;
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public class GameManager : MonoBehaviour
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{
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public static GameManager Instance { get; private set; }
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public DialogueManager DialogueManager { get; private set; }
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public Storybools Storybools { get; private set; }
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private void Awake()
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{
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@@ -19,6 +21,34 @@ private void Awake()
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DontDestroyOnLoad(gameObject);
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DialogueManager = GetComponent<DialogueManager>();
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SaveSystem.Load();
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}
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}
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#region Storybool Save/Load
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public void SaveStoryBools(ref StoryboolSaveData data)
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{
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data.Storybools = Instance.Storybools;
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}
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public void LoadStoryBools(StoryboolSaveData data)
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{
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if (data.Storybools != null)
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{
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Instance.Storybools = data.Storybools;
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}
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else
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{
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Instance.Storybools = new Storybools();
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}
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}
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#endregion
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public int StarShards = 0; // will replace with inventory system
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}
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[System.Serializable]
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public struct StoryboolSaveData
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{
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public Storybools Storybools;
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}
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@@ -1,2 +1,11 @@
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fileFormatVersion: 2
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guid: 65dc1a5d5b17b874087eb45227f838f2
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guid: 65dc1a5d5b17b874087eb45227f838f2
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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: -1
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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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@@ -7,6 +7,8 @@ public class PickupableItem : Interactable
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public override void Interact()
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{
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GameManager.Instance.StarShards++; // REMOVE, JUST HERE FOR TESTING BEFORE ADDING INVENTORY SYSTEM
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Debug.Log("Picked up " + item.itemName + "!");
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MoveOutsideRange(); // I don't love this but if we destroy the object we probably need to do this first
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Destroy(gameObject);
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@@ -6,6 +6,10 @@ public class PlayerController : MonoBehaviour
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public Shovel Shovel;
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public float walkSpeed;
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float digTime = 0.9f;
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float digTimestamp = 0;
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bool isDigging = false;
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Interactable nearestInteractable;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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@@ -17,9 +21,13 @@ void Start()
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// Update is called once per frame
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void Update()
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{
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RotatePlayerTowardMouse();
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Walk();
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TryInteract();
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if (!isDigging)
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{
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RotatePlayerTowardMouse();
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Walk();
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TryInteract();
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}
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DigDetector();
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}
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@@ -31,9 +39,21 @@ void Walk()
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void DigDetector()
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{
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if (Input.GetMouseButtonDown(0))
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if (!isDigging)
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{
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Shovel.Dig();
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if (Input.GetMouseButtonDown(0))
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{
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Shovel.Dig();
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isDigging = true;
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digTimestamp = Time.time + digTime; // fuck coroutines fr fr
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}
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}
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else
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{
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if (Time.time > digTimestamp)
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{
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isDigging = false;
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}
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}
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}
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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.StarShards > 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 +1,83 @@
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using System;
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using System.IO;
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using UnityEngine;
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public class SaveSystem
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{
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private static SaveData _saveData = new SaveData();
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[System.Serializable]
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public struct SaveData
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{
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public QuestSaveData QuestData;
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public StoryboolSaveData StoryboolData;
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}
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public static string SaveFileName()
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{
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return Application.persistentDataPath + "/save.data";
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}
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public static void GenerateCorruptedSaveReadme()
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{
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string path = Application.persistentDataPath + "/README.txt";
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string errorText = "Your save was corrupted.\n\n" +
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"This can happen when you edit the save manually, or if the game closed while saving. Your\n" +
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"corrupted save file has been saved in this directory as 'save.data.backup' if you'd like to\n" +
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"try manually fixing it. It should follow standard JSON formatting.\n\n" +
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"Once you fix it, just delete the current save.data file, and remove the '.backup' from your \n" +
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"old save file. Good luck, and sorry for the inconvenience!";
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File.WriteAllText(path, errorText);
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}
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public static void Save()
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{
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HandleSaveData();
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File.WriteAllText(SaveFileName(), JsonUtility.ToJson(_saveData, true));
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}
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private static void HandleSaveData()
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{
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GameManager.Instance.SaveStoryBools(ref _saveData.StoryboolData);
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QuestRegistry.Instance.SaveQuestData(ref _saveData.QuestData);
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}
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public static void Load()
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{
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string saveContent;
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try
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{
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saveContent = File.ReadAllText(SaveFileName());
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}
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catch (FileNotFoundException)
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{
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Save(); // create new save file if one does not exist
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saveContent = File.ReadAllText(SaveFileName());
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}
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try
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{
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_saveData = JsonUtility.FromJson<SaveData>(saveContent);
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}
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catch (ArgumentException)
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{
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// Likely a JSON parse error. Let's back up the old version of the save and
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// make a new one for now
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File.WriteAllText(SaveFileName() + ".backup", saveContent);
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GenerateCorruptedSaveReadme();
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Save();
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}
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HandleLoadData();
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}
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public static void HandleLoadData()
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{
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GameManager.Instance.LoadStoryBools(_saveData.StoryboolData);
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QuestRegistry.Instance.LoadQuestData(_saveData.QuestData);
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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: e2f06729fcc0a08408d90d49c2336d22
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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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@@ -3,18 +3,85 @@
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public class Talkable : Interactable
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{
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// this is a character or object that will talk upon interaction
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public Dialogue dialogue;
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public Dialogue defaultDialogue;
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public GameObject talkIndicator;
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public Quest[] quests;
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Dialogue currentDialogue;
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public void Start()
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{
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talkIndicator.SetActive(false);
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}
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void DetermineDialogue()
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{
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// based on if we have any open quests and where we're at in the quest,
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// determine what dialogue to show
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Quest currentQuest = null;
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// Grab the first ACTIVE quest
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// If none active, grab the first AVAILABLE quest
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// If none available, revert to default dialogue
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if (quests.Length > 0)
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{
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// check for ACTIVE quests
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foreach (Quest q in quests)
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{
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if (q.hasStarted && !q.hasCompleted)
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{
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currentQuest = q;
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}
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}
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// check for AVAILABLE quests
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if (currentQuest == null)
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{
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foreach (Quest q in quests)
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{
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if (!q.hasStarted && !q.hasCompleted)
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{
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currentQuest = q;
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}
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}
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}
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}
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// revert to default if no suitable quest found
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if (currentQuest == null)
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{
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currentDialogue = defaultDialogue;
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}
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else
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{
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currentQuest.CheckComplete();
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currentDialogue = new Dialogue();
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currentDialogue.charName = defaultDialogue.charName;
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// set up dialogue based on quest
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if (currentQuest.hasStarted && !currentQuest.hasCompleted)
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{
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currentDialogue.sentences = currentQuest.duringText;
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}
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else if (!currentQuest.hasStarted && !currentQuest.hasCompleted)
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{
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currentDialogue.sentences = currentQuest.askText;
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currentQuest.StartQuest();
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}
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else
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{
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currentDialogue.sentences = currentQuest.completionText;
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}
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}
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}
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public override void Interact()
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{
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if (!dialogue.isActive)
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GameManager.Instance.DialogueManager.StartDialogue(dialogue);
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if (currentDialogue == null || !currentDialogue.isActive)
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{
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DetermineDialogue();
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GameManager.Instance.DialogueManager.StartDialogue(currentDialogue);
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}
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else
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GameManager.Instance.DialogueManager.DisplayNextSentence();
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