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