using Godot; using System; using System.Text; using BITKit.Core.Entites; namespace BITKit; [Tool] public partial class QuestService : Node { private static IEntitiesService entitiesService => DI.Get(); [Export] [ReadOnly] public string quests; public override void _Process(double delta) { if (Engine.IsEditorHint()) return; var stringBuilder= new StringBuilder(); foreach (var (quest, condition) in entitiesService.QueryComponents()) { quest.QuestCompleted = condition.OnCheck(); //stringBuilder.AppendLine($"{quest.Name}:{quest.QuestCompleted?"已完成":"未完成"}"); } quests = stringBuilder.ToString(); } }