Quest system fixed.
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@@ -1,13 +1,21 @@
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class_name QuestSystem extends Node
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var quests:Array[Quest]
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enum QuestKey {
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TEST_QUEST
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};
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var quests:Dictionary[int, Quest]
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func _ready() -> void:
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_updateQuests()
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pass
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func _updateQuests() -> void:
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quests = []
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quests = {}
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for quest in $Quests.get_children():
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if quest is Quest:
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quests.append(quest)
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if quests.has(quest.questKey):
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assert(false, "Quest with key %s already exists" % quest.questKey)
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quests[quest.questKey] = quest
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for quest in QuestKey:
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assert(quests.has(QuestKey[quest]), "Quest with key %s does not exist" % quest)
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@@ -3,3 +3,7 @@ class_name UISystem extends Control
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func _process(delta: float) -> void:
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# This needs to always be at the end of the parent node's tree
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get_parent().move_child(self, get_parent().get_child_count() - 1)
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func showQuestsMenu(questKey = null) -> void:
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$QuestMenu.setQuest(questKey)
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$QuestMenu.show()
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