107 lines
2.7 KiB
C#
107 lines
2.7 KiB
C#
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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