First Village - quest - fix
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Assets/Resources/Enemies/Crab.prefab
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254
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7
Assets/Resources/Enemies/Mushroom.prefab.meta
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7
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@ -0,0 +1,7 @@
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File diff suppressed because it is too large
Load Diff
@ -27,6 +27,7 @@ public class MissionDialogue : Dialogue
|
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{
|
||||
Parent.GetOriginMission().Accept();
|
||||
|
||||
Parent.RegisterCondition();
|
||||
// show next panel if exists
|
||||
//ShowNextPanel();
|
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// no we allow to decide programers which one use GoToNextSentence or ShowNextPanel
|
||||
|
@ -8,7 +8,7 @@ using UnityEngine;
|
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[Serializable]
|
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public class RequiredSubject
|
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{
|
||||
protected virtual string MODEL_LOCALIZATION => "";
|
||||
protected virtual string MODEL_LOCALIZATION => "Enamies/";
|
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[SerializeField]
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public int RequiredAmount;
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|
@ -69,6 +69,7 @@ public class Mission : ScriptableObject
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Status = MissionStatusEnum.Accepted;
|
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|
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// ADD CONDITION LISTENING TO SPECIFY MISSION MANAGER missions list
|
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// currently condition is registered after start scene and again after accpetiong
|
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|
||||
CreateQuestOnList();
|
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|
@ -58,7 +58,21 @@ public class NpcMissionManager : DialogueManager // ScriptableObject
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FreeDialogue.Build();
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}
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public override void Update() { }
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public override void Update()
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{
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if (!OpenInDefaultWay && Input.GetKeyDown(keyToOpen) && OpenPanelCondition())
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{
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if (languageDetector.InstanceTemplates.Count() > 0)
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{
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// create and config dailogue
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CreateInstanceBasedOnLanguage();
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Mission.BuildMission();
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}
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Mission.StartDialogue();
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}
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}
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public override void OnTriggerEnter2D(Collider2D collision)
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{
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@ -66,6 +80,7 @@ public class NpcMissionManager : DialogueManager // ScriptableObject
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if (ComponentEnabledCondition() || collision.tag != "Player")
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return;
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Debug.Log("OnTriggerEnter2D");
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if (collision.gameObject.tag == "Player" && !GetCurrentDialoguePanelStatus())
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{
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CanBeOpened = true;
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@ -85,7 +100,6 @@ public class NpcMissionManager : DialogueManager // ScriptableObject
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}
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else
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{
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Debug.Log("Start - UpdateProggres");
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UpdateProggres();
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}
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}
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@ -109,7 +123,8 @@ public class NpcMissionManager : DialogueManager // ScriptableObject
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{
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CanBeOpened = false;
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if (OpenInDefaultWay && Mission != null && GetCurrentDialoguePanelStatus())
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// dont depend on OpenInDefaultWay flag - colse alway if were opened and player move foward
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if (Mission != null && GetCurrentDialoguePanelStatus())
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{
|
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Debug.Log("BreakDialogueStep");
|
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Mission.BreakDialogueStep();
|
||||
|
Loading…
Reference in New Issue
Block a user