First Village - quest - fix

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kabix09 2023-01-12 15:22:49 +01:00
parent 5f4715845b
commit 153bf64d12
19 changed files with 6550 additions and 101 deletions

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@ -27,6 +27,7 @@ public class MissionDialogue : Dialogue
{
Parent.GetOriginMission().Accept();
Parent.RegisterCondition();
// show next panel if exists
//ShowNextPanel();
// no we allow to decide programers which one use GoToNextSentence or ShowNextPanel

View File

@ -8,7 +8,7 @@ using UnityEngine;
[Serializable]
public class RequiredSubject
{
protected virtual string MODEL_LOCALIZATION => "";
protected virtual string MODEL_LOCALIZATION => "Enamies/";
[SerializeField]
public int RequiredAmount;

View File

@ -69,6 +69,7 @@ public class Mission : ScriptableObject
Status = MissionStatusEnum.Accepted;
// ADD CONDITION LISTENING TO SPECIFY MISSION MANAGER missions list
// currently condition is registered after start scene and again after accpetiong
CreateQuestOnList();

View File

@ -58,7 +58,21 @@ public class NpcMissionManager : DialogueManager // ScriptableObject
FreeDialogue.Build();
}
public override void Update() { }
public override void Update()
{
if (!OpenInDefaultWay && Input.GetKeyDown(keyToOpen) && OpenPanelCondition())
{
if (languageDetector.InstanceTemplates.Count() > 0)
{
// create and config dailogue
CreateInstanceBasedOnLanguage();
Mission.BuildMission();
}
Mission.StartDialogue();
}
}
public override void OnTriggerEnter2D(Collider2D collision)
{
@ -66,6 +80,7 @@ public class NpcMissionManager : DialogueManager // ScriptableObject
if (ComponentEnabledCondition() || collision.tag != "Player")
return;
Debug.Log("OnTriggerEnter2D");
if (collision.gameObject.tag == "Player" && !GetCurrentDialoguePanelStatus())
{
CanBeOpened = true;
@ -85,7 +100,6 @@ public class NpcMissionManager : DialogueManager // ScriptableObject
}
else
{
Debug.Log("Start - UpdateProggres");
UpdateProggres();
}
}
@ -109,7 +123,8 @@ public class NpcMissionManager : DialogueManager // ScriptableObject
{
CanBeOpened = false;
if (OpenInDefaultWay && Mission != null && GetCurrentDialoguePanelStatus())
// dont depend on OpenInDefaultWay flag - colse alway if were opened and player move foward
if (Mission != null && GetCurrentDialoguePanelStatus())
{
Debug.Log("BreakDialogueStep");
Mission.BreakDialogueStep();