public static int CheckQuestPhase(QuestName quest) { return(QuestManager.quests[quest].currentPhase); }
public static void ProgressQuestToPhase(QuestName quest, int phase) { QuestManager.quests[quest].currentPhase = phase; EventManager.instance.QuestProgressed(quest, quests[quest].currentPhase); }
public Quest(QuestName name, int totalPhases, int currentPhase = 0) { this.name = name; this.totalPhases = totalPhases; this.currentPhase = currentPhase; }
public static void ProgressQuest(QuestName quest) { QuestManager.quests[quest].currentPhase++; EventManager.instance.QuestProgressed(quest, quests[quest].currentPhase); }
} //end f'n void UpdateActiveQuestObjectives() /**Update quest [quest_name] to have state [quest_state].*/ public void UpdateQuestState(QuestName quest_name, QuestState quest_state) { this.m_AllQuests[quest_name].m_QuestState = quest_state; }