Example #1
0
        /*//initialize the story in runtime
         * private void OnEnable()
         * {
         #if UNITY_EDITOR
         *  if (!EditorApplication.isPlayingOrWillChangePlaymode) return;
         #endif
         *  SceneManager.sceneLoaded += SceneLoaded;
         * }
         *
         * private void SceneLoaded(Scene scene, LoadSceneMode mode)
         * {
         *  SceneManager.sceneLoaded -= SceneLoaded;
         *  if(initializeEmpty) SetState(CalculateInitialState());
         * }*/

        public StoryState CalculateInitialState()
        {
            var stateDictionary = new Dictionary <int, QuestState>();

            ForEach(rootQuest, (quest) =>
            {
                var open = (quest._parent == null || quest._parent._state != QuestState.Blocked) && quest._requirements.Length == 0;
                stateDictionary.Add(quest._id, open?QuestState.Available : QuestState.Blocked);
            });


            var state = new StoryState()
            {
                Ids = stateDictionary.Keys.ToArray(), States = stateDictionary.Values.ToArray()
            };

            return(state);
        }
Example #2
0
        public void SetState(StoryState state)
        {
            var stateDictionary = new Dictionary <int, QuestState>();

            for (var i = 0; i < state.Ids.Length; i++)
            {
                stateDictionary.Add(state.Ids[i], state.States[i]);
            }

            ForEach(rootQuest, (quest) =>
            {
                quest._state = stateDictionary[quest._id];
            });

            ForEach(rootQuest, (quest) =>
            {
                var requiredLeft = (uint)quest._requirements.Length;
                foreach (var requirement in quest._requirements)
                {
                    if (requirement._state == QuestState.Completed)
                    {
                        requiredLeft--;
                    }
                }
                quest._requiredLeft = requiredLeft;

                if (!(quest is GroupQuest groupQuest))
                {
                    return;
                }

                var childrenLeft = (uint)groupQuest.children.Length;
                foreach (var child in groupQuest.children)
                {
                    if (child._state == QuestState.Completed)
                    {
                        childrenLeft--;
                    }
                }
                groupQuest._childrenLeft = childrenLeft;
            });