/** * Sets this step with the given quest information */ public void setStepWithQuestInfomation(QuestSave saveData) { Dictionary <StatusCheckable, bool> pairing = new Dictionary <StatusCheckable, bool> (); List <StatusSave> statusCheckSaves = new List <StatusSave> (); statusCheckSaves.AddRange(saveData.CurrentStepDataList); int counter = 0; foreach (KeyValuePair <StatusCheckable, bool> pair in statuses) { pair.Key.setFromData(statusCheckSaves[counter]); pairing.Add(pair.Key, statusCheckSaves[counter].AlreadyMet); counter++; } statuses = pairing; List <PointProto> pointProtos = new List <PointProto> (); pointProtos.AddRange(saveData.CurrentStepSpawnLocationsList); spawnLocations.Clear(); foreach (PointProto p in pointProtos) { spawnLocations.Add(new Point(p.X, p.Y)); } }
public static void Load(QuestSave toLoad) { BasicQuests = toLoad.BasicQuests; CountQuests = toLoad.CountQuests; TieredQuests = toLoad.TieredQuests; GotQuestEvent?.Invoke(); }
public void Set(QuestSave save) { CompletedQuests = save.CompletedQuests; StartedQuests = save.StartedQuests; QuestVariables = save.QuestVariables; CheckNotNullVariables(); isNewDocument = false; }
public void setQuestState(QuestSave save) { currentStep = save.Step; if (!isQuestFinished()) { steps [currentStep].setStepWithQuestInfomation(save); } else { } }
public FullSave(PlayerSave player, PosSave pos, List <DormSave> dorm, HomeSave parHome, VoreSaves vore, List <TeleportSave> teleportSaves) { this.playerPart = player; this.posPart = pos; this.dormPart = dorm; this.datePart = DateSystem.Save; this.homePart = parHome; this.voreSaves = vore; this.questSave = QuestsSystem.Save; this.playerFlags = PlayerFlags.Save(); this.teleportSaves = teleportSaves; this.gameManager = GameManager.Save(); }
public QuestSave getQuestData() { QuestSave.Builder builder = QuestSave.CreateBuilder(); builder.SetName(name); builder.SetStep(currentStep); if (!isQuestFinished()) { steps [currentStep].setQuestWithStepInformation(ref builder); } return(builder.Build()); }
public void SaveQuests(string characterId, QuestSave questSave) { lock (sync) { var document = questDocuments.FindOne(Query <QuestDocument> .EQ(d => d.characterId, characterId)); if (document == null) { document = new QuestDocument { characterId = characterId }; } document.isNewDocument = false; document.Set(questSave); questDocuments.Save(document); } }