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QuestSystem.h
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#pragma once
#include <System.h>
#include "VisPredComponents.h"
#include "EventSubscriber.h"
class QuestSystem :
public System, public IUpdatable, public IFixedUpdatable,public IStartable,public EventSubscriber
{
public:
QuestSystem(std::shared_ptr<SceneManager> scenemanager);
std::weak_ptr<Entity> m_MainQuestEntity;
// IFixedUpdatable을(를) 통해 상속됨
void FixedUpdate(float deltaTime) override;
// IStartable을(를) 통해 상속됨
void Initialize() override;
void Start(uint32_t gameObjectId) override;
void Finish(uint32_t gameObjectId) override;
void QuestCheck_VPMOVE(QuestComponent& questcomp) ;
void QuestCheck_VPJUMP(QuestComponent& questcomp) ;
void QuestCheck_VPDASH(QuestComponent& questcomp) ;
void QuestCheck_VPCHANGE(QuestComponent& questcomp) ;
void QuestCheck_PLAYERSHOOT(QuestComponent& questcomp) ;
void QuestCheck_PLAYERRUN(QuestComponent& questcomp) ;
void QuestCheck_PLAYERJUMP(QuestComponent& questcomp) ;
void QuestCheck_PLAYERCROUCH(QuestComponent& questcomp) ;
void QuestCheck_PLAYERSLIDE(QuestComponent& questcomp) ;
void QuestCheck_PLAYERATTACK(QuestComponent& questcomp) ;
void QuestCheck_PLAYERPICKUP(QuestComponent& questcomp) ;
void QuestCheck_PLAYERTHROW(QuestComponent& questcomp) ;
void QuestCheck_PLAYERINTERECT(QuestComponent& questcomp) ;
void OnInterected(std::any interective_interector);
void OnTutorialClear(std::any none);
void MainquestSetting();
void Finalize() override;
// IUpdatable을(를) 통해 상속됨
void Update(float deltaTime) override;
};