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Jun 22nd, 2017
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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4.  
  5. public struct TaskPair
  6. {
  7. public Task reference;
  8. public TargetTask targetTask;
  9. public object target;
  10.  
  11. public TaskPair(Task _ref, TargetTask _task, object _target)
  12. {
  13. reference = _ref;
  14. targetTask = _task;
  15. target = _target;
  16. }
  17. }
  18.  
  19. public delegate void TaskCompleted(TaskType type, object data);
  20.  
  21. public class TaskHandler : MonoBehaviour {
  22. public List<TaskPair> makeItemTasks = new List<TaskPair>();
  23. public List<TaskPair> killTasks = new List<TaskPair>();
  24. public List<TaskPair> talkTasks = new List<TaskPair>();
  25. public List<TaskPair> goToTasks = new List<TaskPair>();
  26. public List<TaskPair> useTasks = new List<TaskPair>();
  27.  
  28. public void registerTask(TaskType _type,Task _ref, TargetTask _task, object _target)
  29. {
  30. TaskPair newTaskPair = new TaskPair(_ref, _task, _target);
  31.  
  32. switch (_type)
  33. {
  34. case TaskType.MakeItem:
  35. makeItemTasks.Add(newTaskPair);
  36. break;
  37. case TaskType.Kill:
  38. killTasks.Add(newTaskPair);
  39. break;
  40. case TaskType.Talk:
  41. talkTasks.Add(newTaskPair);
  42. break;
  43. case TaskType.GoTo:
  44. goToTasks.Add(newTaskPair);
  45. break;
  46. case TaskType.UseItem:
  47. useTasks.Add(newTaskPair);
  48. break;
  49. default:
  50. break;
  51. }
  52. }
  53.  
  54. void Update()
  55. {
  56. /*
  57. * IF DELEGATE IS UP THEN CHECK
  58. * IF THE TYPE AND CHECK THE RIGHT LIST FOR
  59. * STUFF THAT MATCHES AND IF SO NOTIFY THE DAMN
  60. * REFERENCE.
  61. */
  62. }
  63. }
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