public void SetUp()
 {
     this._missionGiverComponent     = new MissionGiverComponent();
     this._missionInventoryComponent = new MissionInventoryComponent();
     this._missionNpcComponent       = new MissionNPCComponent()
     {
         AcceptsMission = true,
         OffersMission  = true,
     };
 }
Esempio n. 2
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        /// <summary>
        /// For the faction initial missions this sets their state from started to ready to complete on an interaction
        /// </summary>
        /// <param name="gameObject">The game object to interact with</param>
        /// <param name="missions">The missions inventory of a player</param>
        private static async Task HandleFactionVendorInteraction(GameObject gameObject, MissionInventoryComponent missions)
        {
            // For some reason the targets of faction missions are different game objects than the one you interact with
            var targetLot = (int)gameObject.Lot switch
            {
                Lot.SentinelFactionVendor => Lot.SentinelFactionVendorProxy,
                Lot.ParadoxFactionVendor => Lot.ParadoxFactionVendorProxy,
                Lot.AssemblyFactionVendor => Lot.AssemblyFactionVendorProxy,
                Lot.VentureFactionVendor => Lot.VentureFactionVendorProxy,
                _ => default
            };

            if (targetLot != default)
            {
                await missions.GoToNpcAsync(targetLot);
            }
        }