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304 行
5.9 KiB
304 行
5.9 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Serialization;
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//[CreateAssetMenu(fileName = "QuestManager", menuName = "Quests/QuestManager", order = 51)]
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public class QuestManagerSO : ScriptableObject
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{
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[Header("Data")]
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[SerializeField] private List<QuestlineSO> _questlines = default;
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[SerializeField] private Inventory _inventory = default;
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[Header("Linstening to channels")]
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[SerializeField] private VoidEventChannelSO _checkStepValidityEvent = default;
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[SerializeField] private DialogueDataChannelSO _endDialogueEvent = default;
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[Header("Broadcasting on channels")]
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[SerializeField] private VoidEventChannelSO _completeDialogueEvent = default;
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[SerializeField] private VoidEventChannelSO _incompleteDialogueEvent = default;
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[SerializeField] private ItemEventChannelSO _giveItemEvent = default;
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[SerializeField] private ItemEventChannelSO _rewardItemEvent = default;
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private QuestSO _currentQuest = null;
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private QuestlineSO _currentQuestline;
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private StepSO _currentStep;
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private int _currentQuestIndex = 0;
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private int _currentQuestlineIndex = 0;
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private int _currentStepIndex = 0;
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public void StartGame()
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{//Add code for saved information
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_checkStepValidityEvent.OnEventRaised += CheckStepValidity;
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_endDialogueEvent.OnEventRaised += EndDialogue;
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StartQuestline();
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}
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void StartQuestline()
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{
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if (_questlines != null)
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{
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if (_questlines.Exists(o => !o.IsDone))
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{
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_currentQuestlineIndex = _questlines.FindIndex(o => !o.IsDone);
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if (_currentQuestlineIndex >= 0)
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_currentQuestline = _questlines.Find(o => !o.IsDone);
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}
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}
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}
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bool HasStep(ActorSO actorToCheckWith)
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{
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if (_currentStep != null)
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{
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if (_currentStep.Actor == actorToCheckWith)
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{
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return true;
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}
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}
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return false;
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}
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bool CheckQuestlineForQuestWithActor(ActorSO actorToCheckWith)
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{
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if (_currentQuest == null)//check if there's a current quest
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{
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if (_currentQuestline != null)
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{
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return _currentQuestline.Quests.Exists(o => !o.IsDone && o.Steps != null && o.Steps[0].Actor == actorToCheckWith);
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}
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}
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return false;
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}
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public DialogueDataSO InteractWithCharacter(ActorSO actor, bool isCheckValidity, bool isValid)
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{
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if (_currentQuest == null)
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{
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if (CheckQuestlineForQuestWithActor(actor))
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{
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StartQuest(actor);
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}
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}
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if (HasStep(actor))
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{
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if (isCheckValidity)
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{
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if (isValid)
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{
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return _currentStep.CompleteDialogue;
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}
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else
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{
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return _currentStep.IncompleteDialogue;
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}
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}
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else
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{
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return _currentStep.DialogueBeforeStep;
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}
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}
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return null;
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}
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//When Interacting with a character, we ask the quest manager if there's a quest that starts with a step with a certain character
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void StartQuest(ActorSO actorToCheckWith)
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{
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if (_currentQuest != null)//check if there's a current quest
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{
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return;
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}
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if (_currentQuestline != null)
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{
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//find quest index
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_currentQuestIndex = _currentQuestline.Quests.FindIndex(o => !o.IsDone && o.Steps != null && o.Steps[0].Actor == actorToCheckWith);
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if ((_currentQuestline.Quests.Count > _currentQuestIndex) && (_currentQuestIndex >= 0))
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{
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_currentQuest = _currentQuestline.Quests[_currentQuestIndex];
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//start Step
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_currentStepIndex = 0;
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_currentStepIndex = _currentQuest.Steps.FindIndex(o => o.IsDone == false);
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if (_currentStepIndex >= 0)
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StartStep();
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}
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}
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}
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void StartStep()
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{
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if (_currentQuest.Steps != null)
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if (_currentQuest.Steps.Count > _currentStepIndex)
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{
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_currentStep = _currentQuest.Steps[_currentStepIndex];
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}
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}
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void CheckStepValidity()
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{
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if (_currentStep != null)
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{
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switch (_currentStep.Type)
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{
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case StepType.CheckItem:
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if (_inventory.Contains(_currentStep.Item))
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{
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_inventory.Contains(_currentStep.Item);
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//Trigger win dialogue
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_completeDialogueEvent.RaiseEvent();
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}
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else
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{
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//trigger lose dialogue
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_incompleteDialogueEvent.RaiseEvent();
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}
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break;
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case StepType.GiveItem:
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if (_inventory.Contains(_currentStep.Item))
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{
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_giveItemEvent.RaiseEvent(_currentStep.Item);
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_completeDialogueEvent.RaiseEvent();
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}
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else
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{
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//trigger lose dialogue
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_incompleteDialogueEvent.RaiseEvent();
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}
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break;
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case StepType.RewardItem:
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_rewardItemEvent.RaiseEvent(_currentStep.Item);
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//no dialogue is needed after Reward Item
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if (_currentStep.CompleteDialogue != null)
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{
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_completeDialogueEvent.RaiseEvent();
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}
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else
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{
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EndStep();
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}
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break;
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case StepType.Dialogue:
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//dialogue has already been played
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if (_currentStep.CompleteDialogue != null)
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{
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_completeDialogueEvent.RaiseEvent();
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}
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else
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{
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EndStep();
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}
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break;
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}
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}
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}
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void EndDialogue(DialogueDataSO dialogue)
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{
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//depending on the dialogue that ended, do something
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switch (dialogue.DialogueType)
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{
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case DialogueType.winDialogue:
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EndStep();
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break;
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case DialogueType.startDialogue:
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CheckStepValidity();
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break;
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default:
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break;
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}
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}
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void EndStep()
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{
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_currentStep = null;
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if (_currentQuest != null)
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if (_currentQuest.Steps.Count > _currentStepIndex)
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{
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_currentQuest.Steps[_currentStepIndex].FinishStep();
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if (_currentQuest.Steps.Count > _currentStepIndex + 1)
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{
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_currentStepIndex++;
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StartStep();
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}
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else
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{
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EndQuest();
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}
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}
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}
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void EndQuest()
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{
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if (_currentQuest != null)
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_currentQuest.FinishQuest();
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_currentQuest = null;
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_currentQuestIndex = -1;
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if (_currentQuestline != null)
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{
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if (!_currentQuestline.Quests.Exists(o => !o.IsDone))
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{
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EndQuestline();
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}
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}
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}
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void EndQuestline()
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{
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if (_questlines != null)
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{
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if (_currentQuestline != null)
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{
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_currentQuestline.FinishQuestline();
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}
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if (_questlines.Exists(o => o.IsDone))
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{
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StartQuestline();
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}
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}
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}
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}
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