959e80cf72
assets upload description.
672 lines
24 KiB
C#
672 lines
24 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using RPGCreationKit;
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using RPGCreationKit.SaveSystem;
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namespace RPGCreationKit
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{
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/// <summary>
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/// Class that keeps track of every Active and Completed quests, Add quests and update them.
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/// </summary>
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public class QuestManager : MonoBehaviour
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{
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#region Singleton
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public static QuestManager instance;
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private void Awake()
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{
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if (instance == null)
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instance = this;
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else
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{
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Debug.LogError("Anomaly detected with the Singleton Pattern of 'QuestManager', are you using multple QuestManager?");
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Destroy(this);
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}
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}
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#endregion
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[Header("Quest Manager")]
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[Space(5)]
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// The current Quest. Displays the current Quest Objective position with the 2D Compass
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public Quest CurrentQuest;
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// Lists of active quests and completed ones.
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public List<Quest> ActiveQuests;
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public List<Quest> CompletedQuests;
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// For updating compass
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public delegate void QuestStageChanges();
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public static event QuestStageChanges OnQuestStageChanges;
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public AudioClip onQuestAddSound;
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public AudioClip onQuestCompletedSound;
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public AudioClip onStageUpdateSound;
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public void Start()
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{
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}
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// When we'll want to add a new Quest, we'll always call this method
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public Quest AddQuest(Quest newQuest, int atIndex = 0, bool hideAlert = false, bool _comesFromLoad = false, bool _comesFromLoadAndCompleted = false)
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{
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// As written in the documentation, we will always work with Instances of the Quests, never with the real reference
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newQuest = Instantiate(newQuest);
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// Set the correct initial index
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newQuest.currentQuestStage = atIndex;
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// Before going furhter, process the conditions on this quest.
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bool conditionsSatisfied = RCKFunctions.VerifyConditions(newQuest.questConditions);
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if(!conditionsSatisfied)
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{
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Debug.Log("The condition was not satisfied.");
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Destroy(newQuest);
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return null;
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}
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// If the quest has just started - set the first objective.
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if (newQuest.firstStageIsDefaultStage)
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{
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if (newQuest.currentQuestStage == 0)
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{
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newQuest.currentQuestStage = newQuest.questStages[0].index;
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}
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/*
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// Trigger OnStart of QuestStageScript if present
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if (!string.IsNullOrEmpty(newQuest.GetStage(newQuest.currentQuestStage).resultScript))
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{
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// Start running the QuestScript if it exists
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if (newQuest.questScript != null)
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{
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QuestStageScript qScript =
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(QuestStageScript)QuestScriptManager.instance.scriptsHolder.AddComponent(System.Type.GetType(newQuest.GetStage(newQuest.currentQuestStage).resultScript));
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}
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}
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*/
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}
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// Add the quest in the active list
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ActiveQuests.Add(newQuest);
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// If no current quest is active at the moment
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if (!CurrentQuest && !_comesFromLoad)
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{
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CurrentQuest = ActiveQuests.Find(x => x.questID == newQuest.questID); // set the one just added
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}
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if(!_comesFromLoad)
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SetQuestStage(newQuest.questID, newQuest.currentQuestStage, false, _comesFromLoad);
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else
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SetQuestStage(newQuest.questID, newQuest.currentQuestStage, true, _comesFromLoad);
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if (!hideAlert)
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RCKFunctions.InitQuestAlert(newQuest, false);
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// Start running the QuestScript if it exists
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if(!string.IsNullOrEmpty(newQuest.questScript) && !_comesFromLoadAndCompleted)
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{
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QuestScript qScript = (QuestScript)QuestScriptManager.instance.scriptsHolder.AddComponent(System.Type.GetType(newQuest.questScript));
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qScript.quest = newQuest;
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}
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// Play sound
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if (!_comesFromLoad && !hideAlert)
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GameAudioManager.instance.PlayOneShot(AudioSources.UISounds, onQuestAddSound);
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return newQuest;
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}
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// When we'll want to add a new Quest, we'll always call this method
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public Quest AddQuest(string newQuestID, int atIndex = 0, bool hideAlert = false, bool _comesFromLoad = false, bool _comesFromLoadAndCompleted = false)
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{
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Quest newQuest = RCKFunctions.GetQuest(newQuestID);
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if (!newQuest)
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{
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Debug.LogWarning("Tried to add the quest with id: " + newQuestID + " but the Quest is not present in the current Quest Database File.");
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return null;
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}
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return AddQuest(newQuest, atIndex, hideAlert, _comesFromLoad, _comesFromLoadAndCompleted);
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}
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// This method is used to execute QuestDealer from scripts as Goto, NPCDialogueLine and so on and so forth
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public void QuestDealerActivator(List<QuestDealer> questDealer)
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{
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// We just add as many quests as the QuestDealer list of the caller has
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for (int i = 0; i < questDealer.Count; i++)
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AddQuest(questDealer[i].newQuest, questDealer[i].atIndex, questDealer[i].hideAlert);
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}
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public void QuestUpdaterActivator(List<QuestUpdater> questUpdater)
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{
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// We just add as many quests as the QuestDealer list of the caller has
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for (int i = 0; i < questUpdater.Count; i++)
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{
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if (questUpdater[i].completed)
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CompleteQuestStage(questUpdater[i].questToUpdate.questID, questUpdater[i].questStage, questUpdater[i].hideLog);
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else
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SetQuestStage(questUpdater[i].questToUpdate.questID, questUpdater[i].questStage, questUpdater[i].hideLog);
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}
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}
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// This method is used to complete Quest objectives of a quest:
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public void SetQuestStage(string _questID, int _stageIndex, bool hideLog = false, bool _comesFromLoad = false)
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{
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// Needed database of quests to find the object by id
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Quest quest = RCKFunctions.GetQuest(_questID);
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if (quest)
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{
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QuestStage stage = quest.GetStage(_stageIndex);
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if (stage != null)
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SetQuestStage(quest, stage, hideLog, _comesFromLoad);
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else
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Debug.LogWarning("Stage: " + _stageIndex + " does not exist for the quest " + quest.questName + "ID:" + _questID);
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}
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else
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Debug.LogWarning("Quest with ID: " + _questID + " does not exist or is not included in the currently used Database File.");
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}
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public void SetQuestStage(Quest _quest, QuestStage _questStage, bool hideLog = false, bool _comesFromLoad = false)
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{
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// Find and keep the index of the quest
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Quest quest = null;
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bool questFound = false;
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for (int i = 0; i < ActiveQuests.Count; i++)
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{
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if (_quest.questID == ActiveQuests[i].questID)
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{
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// Set the flag
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questFound = true;
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// Keep the reference of the quest
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quest = ActiveQuests[i];
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break;
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}
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}
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if (questFound)
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{
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int previousQuestStage = quest.currentQuestStage;
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//quest.allStagesCompleted.Add(completedStage);
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/*
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bool repeatedQuestStage = false;
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// This is a redo of stage
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if(_questStage.index < quest.currentQuestStage)
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{
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if (!quest.allowRepeatedStages)
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return;
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else
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repeatedQuestStage = true;
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}
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*/
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//if (!repeatedQuestStage)
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// quest.GetStage(quest.currentQuestStage).stageCompleted = true;
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// Set the new stage
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quest.currentQuestStage = _questStage.index;
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if(!_comesFromLoad)
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quest.allStagesActive.Add(_questStage.index);
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//if(repeatedQuestStage)
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quest.GetStage(quest.currentQuestStage).stageCompleted = false;
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if (!hideLog)
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{
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// Update the UI with the new current quest objective
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QuestAlertManager.instance.InitQuestObjectiveAlert(quest.GetStage(_questStage.index).description, QuestObjectiveAlertType.Current);
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// Update the UI with the completed quest objective
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//if (quest.GetStage(previousQuestStage) != null && !repeatedQuestStage)
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// QuestAlertManager.instance.InitQuestObjectiveAlert(quest.GetStage(previousQuestStage).description, true);
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}
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// Trigger OnStart of QuestStageScript if present
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if (!_comesFromLoad && !string.IsNullOrEmpty(quest.GetStage(quest.currentQuestStage).resultScript))
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{
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// Start running the QuestScript if it exists
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if (quest.questScript != null)
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{
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QuestStageScript qScript =
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(QuestStageScript)QuestScriptManager.instance.scriptsHolder.AddComponent(System.Type.GetType(quest.GetStage(quest.currentQuestStage).resultScript));
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}
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}
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}
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else
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{
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if (!_questStage.completeQuest)
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{
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// We add the quest in the list starting from the next quest objective from this one
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AddQuest(_quest, _questStage.index, false);
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// Update the UI with the completed quest objective (Already done in AddQuest)
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//QuestAlertManager.instance.DisplayCurrentQuestObjective();
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} else
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{
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// With this quest objective we've completed the quest.
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AddQuest(_quest, _quest.questStages.Count - 1, true);
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CompleteQuest(_quest);
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}
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}
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// Update the compass
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if (OnQuestStageChanges != null)
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{
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Compass.instance.OnQuestUpdate();
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OnQuestStageChanges();
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}
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if (!_comesFromLoad && !hideLog)
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GameAudioManager.instance.PlayOneShot(AudioSources.UISounds, onStageUpdateSound);
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}
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public void CompleteQuestStage(string _questID, int _stageIndex, bool hideLog = false, bool _comesFromLoad = false)
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{
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// Needed database of quests to find the object by id
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Quest quest = RCKFunctions.GetQuest(_questID);
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if (quest)
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{
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QuestStage stage = quest.GetStage(_stageIndex);
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if (stage != null)
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CompleteQuestStage(quest, stage, hideLog, _comesFromLoad);
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else
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Debug.LogWarning("Stage: " + _stageIndex + " does not exist for the quest " + quest.questName + "ID:" + _questID);
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}
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else
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Debug.LogWarning("Quest with ID: " + _questID + " does not exist or is not included in the currently used Database File.");
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}
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public void CompleteQuestStage(Quest _quest, QuestStage _questStage, bool hideLog = false, bool _comesFromLoad = false)
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{
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// Find and keep the index of the quest
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Quest quest = null;
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bool questFound = false;
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for (int i = 0; i < ActiveQuests.Count; i++)
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{
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if (_quest.questID == ActiveQuests[i].questID)
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{
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// Set the flag
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questFound = true;
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// Keep the reference of the quest
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quest = ActiveQuests[i];
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break;
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}
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}
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if (questFound)
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{
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quest.allStagesActive.Remove(_questStage.index);
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quest.GetStage(_questStage.index).stageCompleted = true;
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if (quest.GetStage(_questStage.index).completeQuest)
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{
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CompleteQuest(quest);
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// Update the UI with the last completed quest objective
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if (!hideLog)
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QuestAlertManager.instance.InitQuestObjectiveAlert(_questStage.description, QuestObjectiveAlertType.Completed);
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}
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else
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{
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// Update the UI with the completed quest objective
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if (!hideLog)
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QuestAlertManager.instance.InitQuestObjectiveAlert(_questStage.description, QuestObjectiveAlertType.Completed);
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}
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}
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else
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{
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if (!_questStage.completeQuest)
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{
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// We add the quest in the list starting from the next quest objective from this one
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AddQuest(_quest, _questStage.index, false);
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// Update the UI with the completed quest objective (Already done in AddQuest)
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//QuestAlertManager.instance.DisplayCurrentQuestObjective();
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}
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else
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{
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// With this quest objective we've completed the quest.
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AddQuest(_quest, _quest.questStages.Count - 1, true);
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CompleteQuest(_quest);
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}
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}
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// Update the compass
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if (OnQuestStageChanges != null)
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{
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Compass.instance.OnQuestUpdate();
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OnQuestStageChanges();
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}
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if(!_comesFromLoad)
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quest.allStagesCompleted.Add(_questStage.index);
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}
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public void FailQuestStage(string _questID, int _stageIndex, bool hideLog = false, bool _comesFromLoad = false)
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{
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// Needed database of quests to find the object by id
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Quest quest = RCKFunctions.GetQuest(_questID);
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if (quest)
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{
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QuestStage stage = quest.GetStage(_stageIndex);
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if (stage != null)
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FailQuestStage(quest, stage, hideLog, _comesFromLoad);
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else
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Debug.LogWarning("Stage: " + _stageIndex + " does not exist for the quest " + quest.questName + "ID:" + _questID);
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}
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else
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Debug.LogWarning("Quest with ID: " + _questID + " does not exist or is not included in the currently used Database File.");
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}
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public void FailQuestStage(Quest _quest, QuestStage _questStage, bool hideLog = false, bool _comesFromLoad = false)
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{
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// Find and keep the index of the quest
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Quest quest = null;
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bool questFound = false;
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for (int i = 0; i < ActiveQuests.Count; i++)
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{
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if (_quest.questID == ActiveQuests[i].questID)
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{
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// Set the flag
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questFound = true;
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// Keep the reference of the quest
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quest = ActiveQuests[i];
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break;
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}
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}
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if (questFound)
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{
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quest.allStagesActive.Remove(_questStage.index);
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quest.GetStage(_questStage.index).stageFailed = true;
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// Update the UI with the completed quest objective
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if (!hideLog)
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QuestAlertManager.instance.InitQuestObjectiveAlert(_questStage.description, QuestObjectiveAlertType.Failed);
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}
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else
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{
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}
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// Update the compass
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if (OnQuestStageChanges != null)
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{
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Compass.instance.OnQuestUpdate();
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OnQuestStageChanges();
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}
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if (!_comesFromLoad)
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quest.allStagesFailed.Add(_questStage.index);
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}
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public void CompleteQuest(Quest _quest, bool _hideAlert = false)
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{
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Quest quest = null;
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// Find the quest in the list
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for (int i = 0; i < ActiveQuests.Count; i++)
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{
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if (_quest.questID == ActiveQuests[i].questID)
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{
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// Keep the reference of the quest
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quest = ActiveQuests[i];
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break;
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}
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}
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if (!_hideAlert)
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{
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// Quest completed!
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QuestAlertManager.instance.InitQuestAlert(quest.questName, false);
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}
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// Add this quest to the completed ones
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CompletedQuests.Add(quest);
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// Remove this quest from the actives one
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ActiveQuests.Remove(quest);
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// If this was the current quest, clear the reference
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if (CurrentQuest == quest)
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CurrentQuest = null;
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// Add xp, rewards and stuff...
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// Start running the QuestScript if it exists
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if (!string.IsNullOrEmpty(quest.questScript))
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{
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QuestScript qScript = (QuestScript)QuestScriptManager.instance.scriptsHolder.GetComponent(System.Type.GetType(quest.questScript));
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if(qScript != null)
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Destroy(qScript);
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}
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if (!_hideAlert)
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GameAudioManager.instance.PlayOneShot(AudioSources.UISounds, onQuestCompletedSound);
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}
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// Called when the current quest changes by the QuestManagerUI, used to display the current objective
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public void OnCurrentQuestChanges()
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{
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if (CurrentQuest != null)
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QuestAlertManager.instance.DisplayCurrentQuestObjective(false);
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// Update the compass
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if (OnQuestStageChanges != null)
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{
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// Compass.instance.OnQuestUpdate();
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OnQuestStageChanges();
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}
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}
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public Quest GetQuestRef(string _questID)
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{
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for (int i = 0; i < ActiveQuests.Count; i++)
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{
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if (_questID == ActiveQuests[i].questID)
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return ActiveQuests[i];
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}
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return null;
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}
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public int GetStage(string _questID)
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{
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for(int i = 0; i < ActiveQuests.Count; i++)
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{
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if(ActiveQuests[i].questID == _questID)
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return ActiveQuests[i].currentQuestStage;
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}
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for (int i = 0; i < CompletedQuests.Count; i++)
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{
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if (CompletedQuests[i].questID == _questID)
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return CompletedQuests[i].currentQuestStage;
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}
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return 0;
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}
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public int GetStageCompleted(string _questID, int _stage)
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{
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Quest quest = GetQuestRef(_questID);
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if (quest != null)
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{
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if (quest.allStagesCompleted.Contains(_stage))
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return 1;
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else
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return 0;
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}
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else
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Debug.Log("QUEST NULL");
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return 0;
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}
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public int GetStageFailed(string _questID, int _stage)
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{
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Quest quest = GetQuestRef(_questID);
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if (quest != null)
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{
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if (quest.allStagesFailed.Contains(_stage))
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return 1;
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else
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return 0;
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}
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return 0;
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}
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/// <summary>
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/// Returns if a given quest is completed or not.
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/// </summary>
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/// <param name="_questID"></param>
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/// <returns></returns>
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public bool IsQuestCompleted(string _questID)
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{
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for (int i = 0; i < CompletedQuests.Count; i++)
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{
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if (CompletedQuests[i].questID == _questID)
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return true;
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|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
public void LoadQuestDataFromSavefile()
|
|
{
|
|
var questData = SaveSystemManager.instance.saveFile.QuestData;
|
|
|
|
// Active quests
|
|
foreach (KeyValuePair<string, QuestData> quest in questData.allActiveQuests)
|
|
{
|
|
var addedQuest = AddQuest(quest.Key, 0, true, true);
|
|
|
|
addedQuest.questScriptExecutionDelay = quest.Value.questScriptExecutionDelay;
|
|
addedQuest.questCompleted = quest.Value.questCompleted;
|
|
addedQuest.questFailed = quest.Value.questFailed;
|
|
|
|
addedQuest.currentQuestStage = quest.Value.currentQuestStage;
|
|
addedQuest.allStagesCompleted = quest.Value.allStagesCompleted;
|
|
addedQuest.allStagesActive = quest.Value.allStagesActive;
|
|
addedQuest.allStagesFailed = quest.Value.allStagesFailed;
|
|
|
|
for(int i = 0; i < addedQuest.allStagesActive.Count; i++)
|
|
SetQuestStage(addedQuest.questID, addedQuest.allStagesActive[i], true, true);
|
|
|
|
for (int i = 0; i < addedQuest.allStagesFailed.Count; i++)
|
|
FailQuestStage(addedQuest.questID, addedQuest.allStagesFailed[i], true, true);
|
|
|
|
for (int i = 0; i < addedQuest.allStagesCompleted.Count; i++)
|
|
CompleteQuestStage(addedQuest.questID, addedQuest.allStagesCompleted[i], true, true);
|
|
}
|
|
|
|
// Completed quests
|
|
foreach (KeyValuePair<string, QuestData> quest in questData.allCompletedQuests)
|
|
{
|
|
var addedQuest = AddQuest(quest.Key, quest.Value.currentQuestStage, true, true, true);
|
|
addedQuest.questScriptExecutionDelay = quest.Value.questScriptExecutionDelay;
|
|
addedQuest.questCompleted = quest.Value.questCompleted;
|
|
addedQuest.questFailed = quest.Value.questFailed;
|
|
|
|
addedQuest.currentQuestStage = quest.Value.currentQuestStage;
|
|
addedQuest.allStagesCompleted = quest.Value.allStagesCompleted;
|
|
|
|
CompleteQuest(addedQuest, true);
|
|
}
|
|
|
|
if (!string.IsNullOrEmpty(questData.currentActiveQuestID))
|
|
{
|
|
CurrentQuest = ActiveQuests.Find(x => x.questID == questData.currentActiveQuestID);
|
|
OnCurrentQuestChanges();
|
|
}
|
|
else
|
|
CurrentQuest = null;
|
|
}
|
|
|
|
public QuestsData ToSaveData()
|
|
{
|
|
QuestsData newData = new QuestsData();
|
|
|
|
// Fill/Update ActiveQuests
|
|
for (int i = 0; i < ActiveQuests.Count; i++)
|
|
{
|
|
var quest = ActiveQuests[i];
|
|
QuestData questData = quest.ToSaveData();
|
|
|
|
// Update the dictionary
|
|
|
|
// If the quest was already here
|
|
if (newData.allActiveQuests.ContainsKey(quest.questID))
|
|
newData.allActiveQuests[quest.questID] = questData;
|
|
else
|
|
newData.allActiveQuests.Add(quest.questID, questData);
|
|
}
|
|
|
|
// FIll/Update CompletedQuests
|
|
for (int i = 0; i < CompletedQuests.Count; i++)
|
|
{
|
|
var quest = CompletedQuests[i];
|
|
QuestData questData = quest.ToSaveData();
|
|
|
|
// Update the dictionary
|
|
|
|
// If the quest was already here
|
|
if (newData.allCompletedQuests.ContainsKey(quest.questID))
|
|
newData.allCompletedQuests[quest.questID] = questData;
|
|
else
|
|
newData.allCompletedQuests.Add(quest.questID, questData);
|
|
}
|
|
|
|
// Save active quest if any
|
|
if (CurrentQuest != null)
|
|
newData.currentActiveQuestID = CurrentQuest.questID;
|
|
else
|
|
newData.currentActiveQuestID = string.Empty;
|
|
|
|
return newData;
|
|
}
|
|
|
|
}
|
|
}
|