Issue with loading and reading quest state.
Posted: Thu May 12, 2022 11:07 am
Hello,
so I am working with Unity Timeline right now, and I'm trying to use with Lua code condition to decited if Timeline should be played or not (this condition variable is a serializeField inside my class responsible for starting Timelines). The reason for this is that some Timelines should only be played once on level load depending on quests state.
I think anything is setup properly. I have set bridge between Dialogue System and Quest Machine. Quest representation in Dialogue Database has thesame id like the one in the Quest Machine Database.
Save system works properly because, when I saved game after getting quest and load after that I have this quest in my QuestJournal component but Lua condition says that my quest state is still "unassigned" and my Timeline is starting.
For saving and loading I'm using your methods from SaveSystem class.
I'm I missing something? Thank you in advance for all help.
Best Regards.
so I am working with Unity Timeline right now, and I'm trying to use
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m_condition.IsTrue(Player.Instance.transform)
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CurrentQuestState("followTheFlame") == "unassigned"
I think anything is setup properly. I have set bridge between Dialogue System and Quest Machine. Quest representation in Dialogue Database has thesame id like the one in the Quest Machine Database.
Save system works properly because, when I saved game after getting quest and load after that I have this quest in my QuestJournal component but Lua condition says that my quest state is still "unassigned" and my Timeline is starting.
For saving and loading I'm using your methods from SaveSystem class.
I'm I missing something? Thank you in advance for all help.
Best Regards.