using System.Collections; using System.Collections.Generic; using PixelCrushers.QuestMachine; using UnityEngine; using UnityEngine.SceneManagement; namespace Beyond { public class PlayGame : MonoBehaviour { public LoadSceneMode loadSceneMode = LoadSceneMode.Single; public void LoadScene(string sceneName) { ProxySceneLoader.LoadScene(sceneName); } public void CompleteQuest() { var journal = QuestMachine.GetQuestJournal(); Quest currentQuest = null; for (int i = 0; i < journal.questList.Count; i++) { var quest = journal.questList[i]; if (!quest.isTrackable || quest.GetState() == QuestState.Successful) { continue; } currentQuest = quest; break; } if (currentQuest) { for (int i = 0; i < currentQuest.nodeList.Count; i++) { if (currentQuest.nodeList[i].GetState() == QuestNodeState.True) { continue; } if (currentQuest.nodeList[i].GetState() == QuestNodeState.Active) { currentQuest.nodeList[i].SetState(QuestNodeState.True); journal.OnQuestNodeStateChanged(currentQuest.nodeList[i]); } } //journal.(); } } } }