Fixed how items were being added. Trade from NPC to player through right-click works.
Implemented the Find_Item function in trading.
Quests system added.
The quests system has been beefed up more, including script execution order. Npc's can add quests to the player.
Kinda completely re-organized the Quests system. Quests can be created as Prefabs with a Quest Script, which can then *theoretically have child quest prefabs. Quests can still be created via hardcoding
Apparently, using ScriptableObject as a base instead of monobehavior was creating some weird problems.
Reverted to old quest system. It can work either way, I just think the old Item-based system was simpler.
A working Quest! Quest_items can be assigned and referenced to different Quest scripts. Quest scripts can contain unique variables that they care about, Event_listeners, they also have links to interested parties' Quest_journal.
A working Quest! Quest_items can be assigned and referenced to different Quest scripts. Quest scripts can contain unique variables that they care about, Event_listeners, they also have links to interested parties' Quest_journal.
Finally made right-click trade work for everybody.
I realized that quest scripts should just be attached to questDatabase object, duh. The WeedQuest is now all the way a completely a bonafide quest. Trade works with Right-click and Drag'n'Drop.
Re-imported AStar. worked on WeedQuest and Quest_Journal so that quests don't get activated for everyone instead of just individually
Re-imported Astar
WeedQuest broken into Weed_BuyOrder, Weed_SellOrder, and the generalized parent Quest. Added an event firing method to Inventory
Working on new UI components
Got a basic inventory display working in 4.6 UI. Apparently the Sprite I was passing to the Image component wasn't a "real" sprite or something.
Got stackAmount to display on top of inventory items. the text is not as sharp as I'd like, but it is fairly legible.
Cleaned up player animations. Added roof animation and more level assets.