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@kingthrillgore
Last active March 7, 2023 22:15
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Standard task implementation
extends "res://scripts/quests/task.gd"
# Fields
var tasks : Array
var tasks_completed : Array
# System Methods
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Custom Methods
## Starts the task in earnest. You need to add your signal calls here to carry out the actual
## logic, obviously. At the end of the method, it makes a callback to Task.startTask() to handle
## designated cleanup.
func startTask() -> void:
#TODO Put your logic here
.startTask()
## This method is intended to do the basic confirmation of task completion. At the end of it, there is
## a call to whenCompleted() which is where you want to handle post-completion actions.
func taskCompleted() -> void:
#TODO Put your logic here
.checkIfCompleted(true)
whenCompleted()
## This method is where you want to handle rewards and post-complete conditions. It also needs to keep its
## callback to parent whenComplete() to mark the status as done.
func whenCompleted() -> void:
#TODO Put your logic here
.whenCompleted()
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