public Player(string spritePath) : base(50, 59) { this.QuestlineJournal = new QuestlineJournal(); var renderSize = Vector.Create(Width, Height); this._textureContext = new TextureContext(spritePath) { RenderSize = renderSize, }; }
public void SignalProgress(string flag, long increment) { if (this._flagHandlers.ContainsKey(flag)) { foreach (var entry in this._flagHandlers[flag]) { entry.Invoke(increment); } } // TODO: Hook this up to the player's questline journal SIGNAL if (ServiceProvider.SceneService.CurrentScene is ISceneWithPlayer scene) { scene.Player !.QuestlineJournal.SignalProgress(flag, increment); } }