Files
DougDiggem/Assets/Scripts/QuestRegistry.cs
T

107 lines
2.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class QuestRegistry : MonoBehaviour
{
// This will keep a register of all quest data and status
public static QuestRegistry Instance { get; private set; }
public Dictionary<int, QuestBool[]> QuestBoolMap;
public List<int> CompletedQuests;
public List<int> ActiveQuests;
private void Awake()
{
// If there is an instance, and it's not me, delete myself.
if (Instance != null && Instance != this)
{
Destroy(this);
}
else
{
Instance = this;
Instance.QuestBoolMap = PopulateQuestData();
PopulateQuestData();
DontDestroyOnLoad(gameObject);
}
}
private Dictionary<int, QuestBool[]> PopulateQuestData()
{
Dictionary<int, QuestBool[]> questBoolMap = new Dictionary<int, QuestBool[]>();
// Quest Bool Structure: QID<QuestID>_<Bool Number>_<descriptiveName>
// Example: QID11_4_landBurgerGreaseCleared
#region 1 - Sam's Plea
QuestBool[] QID1_List = new QuestBool[2];
// QID1_1_hasEnoughStarshards
QID1_List[0] = new QuestBool(() =>
{
return GameManager.Instance.Inventory.GetItemQuantity(ItemIdEnum.STAR_SHARD) > 2;
});
// QID1_2_hasHelpedSam
QID1_List[1] = new QuestBool(() =>
{
return GameManager.Instance.Storybools.hasHelpedSam;
});
questBoolMap.Add(1, QID1_List);
#endregion
return questBoolMap;
}
// Save completed quests to disk
public void SaveQuestData(ref QuestSaveData data)
{
data.ActiveQuests = Instance.ActiveQuests;
data.CompletedQuests = Instance.CompletedQuests;
}
public void LoadQuestData(QuestSaveData data)
{
if (data.ActiveQuests != null)
{
Instance.ActiveQuests = data.ActiveQuests;
}
else
{
Instance.ActiveQuests = new List<int>();
}
if (data.CompletedQuests != null)
{
Instance.CompletedQuests = data.CompletedQuests;
}
else
{
Instance.CompletedQuests = new List<int>();
}
}
}
public class QuestBool
{
// This let's us define complex behavior for quests. We can also store
// raw booleans for this if we have story beats we want to keep track of.
public Func<bool> getValue;
public QuestBool(Func<bool> getValue)
{
this.getValue = getValue;
}
}
[System.Serializable]
public struct QuestSaveData
{
public List<int> CompletedQuests;
public List<int> ActiveQuests;
}