started working inventory system
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49
Assets/Scripts/QuestManager.cs
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49
Assets/Scripts/QuestManager.cs
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using UnityEngine;
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public class QuestManager : MonoBehaviour
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{
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public static QuestManager instance;
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private void Awake() { instance = this; }
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public enum QuestState { NotStarted, InProgress, Completed }
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public QuestState currentState = QuestState.NotStarted;
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public enum QuestPriority { Main, Side }
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public QuestPriority questType;
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public enum QuestDifficulty { Easy, Medium, Hard }
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public QuestDifficulty questDifficulty;
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public enum QuestReward { Gold, Item, Experience }
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public QuestReward questReward;
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public enum QuestType { Fetch, Kill, Escort }
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public QuestType questObjectiveType;
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public string questName;
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public int questID;
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public string questDescription;
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public int experienceReward;
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public int goldReward;
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public string itemReward;
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public int objectiveAmount;
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public int currentAmount;
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public string objectiveTarget;
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void QuestStart(int questId)
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{
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currentState = QuestState.InProgress;
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Debug.Log("Quest " + questID + " started.");
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}
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public void QuestComplete(int questId)
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{
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currentState = QuestState.Completed;
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Debug.Log("Quest " + questID + " completed! Rewards: " + experienceReward + " XP, " + goldReward + " Gold, Item: " + itemReward);
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// Here you would typically add code to give the player their rewards
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}
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}
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