using System; using System.Collections; using System.Collections.Generic; using System.Linq; using BITKit; using BITKit.SubSystems.Quest; using UnityEngine; namespace BITFALL.Quest { [Serializable] public struct IsQuestProgressing: ICondition { [SerializeField] private bool invert; public bool OnCheck() { var hasQuest = QuestSystem.quests.Values.Any(x=>x.State is QuestSystem.State.InProcess); return hasQuest ^ invert; } } }