private List <int> completedSteps = new List <int>(); // this list has to be saved if quest progress should be saved. It is required to keep track of questranges public Quest(Game game, int SNOQuest) { this.game = game; SNOHandle = new SNOHandle(SNOGroup.Quest, SNOQuest); asset = SNOHandle.Target as Mooege.Common.MPQ.FileFormats.Quest; CurrentStep = new QuestStep(asset.QuestUnassignedStep, this); }
public Quest(Game game, int SNOQuest) { this.game = game; SNOHandle = new SNOHandle(SNOGroup.Quest, SNOQuest); asset = SNOHandle.Target as Mooege.Common.MPQ.FileFormats.Quest; CurrentStep = new QuestStep(asset.QuestUnassignedStep, this); //erekose foreach (var QCSasset in asset.QuestCompletionSteps) { if (QCSasset != null) { var nQCS = new QuestCompletionStep(QCSasset); QuestCompletionSteps.Add(nQCS); Logger.Debug(" (quest ctor) adding a completion step {0}, {1}, {2} ", nQCS.Name, nQCS.StepId, nQCS.I2); } else { Logger.Debug(" (quest ctor) asset null problem in QCS "); } } foreach (var aQuestStep in asset.QuestSteps) { Logger.Debug(" (quest ctor) steps ID contained in quest is : {0} ", aQuestStep.ID); } Logger.Debug(" (quest ctor) SNOHandle ID {0} Name {1} Group {2} isValid ?{3} ", SNOHandle.Id, SNOHandle.Name, SNOHandle.Group, SNOHandle.IsValid); Logger.Debug(" (quest ctor) from assets numSteps {0}, SNO ID {1} num od completion step ", asset.NumberOfSteps, asset.Header.SNOId, asset.NumberOfCompletionSteps); Logger.Debug(" (quest ctor) CurrentStep ID ", CurrentStep.QuestStepID); }
private List<int> completedSteps = new List<int>(); // this list has to be saved if quest progress should be saved. It is required to keep track of questranges public Quest(Game game, int SNOQuest) { this.game = game; //SNOId = SNOQuest; SNOName = new SNOName() { SNOId = SNOQuest, Group = SNOGroup.Quest }; asset = MPQStorage.Data.Assets[Common.Types.SNO.SNOGroup.Quest][SNOQuest].Data as Mooege.Common.MPQ.FileFormats.Quest; CurrentStep = new QuestStep(asset.QuestUnassignedStep, this); }
public Quest(Game game, int SNOQuest) { this.game = game; SNOHandle = new SNOHandle(SNOGroup.Quest, SNOQuest); asset = SNOHandle.Target as Mooege.Common.MPQ.FileFormats.Quest; CurrentStep = new QuestStep(asset.QuestUnassignedStep, this); //erekose foreach (var QCSasset in asset.QuestCompletionSteps) { if (QCSasset != null) { var nQCS = new QuestCompletionStep(QCSasset); QuestCompletionSteps.Add(nQCS); // Logger.Debug(" (quest ctor) adding a completion step {0}, {1}, {2} ", nQCS.Name, nQCS.StepId, nQCS.I2); } else { // Logger.Debug(" (quest ctor) asset null problem in QCS "); } } //foreach (var aQuestStep in asset.QuestSteps) //{ // Logger.Debug(" (quest ctor) steps ID contained in quest is : {0} ", aQuestStep.ID); //} // Logger.Debug(" (quest ctor) SNOHandle ID {0} Name {1} Group {2} isValid ?{3} ", SNOHandle.Id, SNOHandle.Name, SNOHandle.Group, SNOHandle.IsValid); // Logger.Debug(" (quest ctor) from assets numSteps {0}, SNO ID {1} num od completion step ", asset.NumberOfSteps, asset.Header.SNOId, asset.NumberOfCompletionSteps); // Logger.Debug(" (quest ctor) CurrentStep ID ", CurrentStep.QuestStepID); }
private List<int> completedSteps = new List<int>(); // this list has to be saved if quest progress should be saved. It is required to keep track of questranges public Quest(Game game, int SNOQuest) { this.game = game; SNOHandle = new SNOHandle(SNOGroup.Quest, SNOQuest); asset = SNOHandle.Target as Mooege.Common.MPQ.FileFormats.Quest; CurrentStep = new QuestStep(asset.QuestUnassignedStep, this); }