Added dialogue panel allowing player to turn in quests
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parent
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@ -18,11 +18,17 @@ public class NPCDialogue : MonoBehaviour
|
|||||||
private Queue<string> sentencesAQuest;
|
private Queue<string> sentencesAQuest;
|
||||||
public GameObject Panel;
|
public GameObject Panel;
|
||||||
|
|
||||||
|
public string requiredItem;
|
||||||
public GameObject QuestPanel;
|
public GameObject QuestPanel;
|
||||||
|
public GameObject FinishQuestPanel;
|
||||||
|
|
||||||
bool triggered = false;
|
bool triggered = false;
|
||||||
|
|
||||||
public int isQuest;
|
public int isQuest;
|
||||||
|
// 0 - NPC no quest
|
||||||
|
// 1 - NPC with quest that hasnt been started
|
||||||
|
// 2 - NPC with ongoing quest
|
||||||
|
// 3 - NPC with quest that has been finished
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@ -82,7 +88,7 @@ public class NPCDialogue : MonoBehaviour
|
|||||||
{
|
{
|
||||||
StartDialogue(dialogueWQuest);
|
StartDialogue(dialogueWQuest);
|
||||||
}
|
}
|
||||||
else if (isQuest == 2)
|
else if (isQuest == 3)
|
||||||
{
|
{
|
||||||
StartDialogue(dialogueAQuest);
|
StartDialogue(dialogueAQuest);
|
||||||
}
|
}
|
||||||
@ -116,10 +122,20 @@ public class NPCDialogue : MonoBehaviour
|
|||||||
if (isQuest == 2)
|
if (isQuest == 2)
|
||||||
{
|
{
|
||||||
if (sentences.Count == 0)
|
if (sentences.Count == 0)
|
||||||
|
{
|
||||||
|
var questItem = InventoryManager.Instance.FindItemInWarehouse(requiredItem);
|
||||||
|
if(!questItem.Equals(new KeyValuePair<int, Item>()))
|
||||||
|
{
|
||||||
|
FinishQuestPanel.SetActive(true);
|
||||||
|
Panel.SetActive(false);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
else
|
||||||
{
|
{
|
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EndDialogue();
|
EndDialogue();
|
||||||
return;
|
return;
|
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}
|
}
|
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|
}
|
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string sentence = sentences.Dequeue();
|
string sentence = sentences.Dequeue();
|
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dialogueText.text = sentence;
|
dialogueText.text = sentence;
|
||||||
}
|
}
|
||||||
@ -133,7 +149,7 @@ public class NPCDialogue : MonoBehaviour
|
|||||||
string sentence = sentences.Dequeue();
|
string sentence = sentences.Dequeue();
|
||||||
dialogueText.text = sentence;
|
dialogueText.text = sentence;
|
||||||
}
|
}
|
||||||
else if (isQuest == 4)
|
else if (isQuest == 3)
|
||||||
{
|
{
|
||||||
if (sentences.Count == 0)
|
if (sentences.Count == 0)
|
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{
|
{
|
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@ -161,6 +177,7 @@ public class NPCDialogue : MonoBehaviour
|
|||||||
{
|
{
|
||||||
Panel.SetActive(false);
|
Panel.SetActive(false);
|
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QuestPanel.SetActive(false);
|
QuestPanel.SetActive(false);
|
||||||
|
FinishQuestPanel.SetActive(false);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -182,5 +199,11 @@ public class NPCDialogue : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void FinishQuest()
|
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|
{
|
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|
isQuest = 3;
|
||||||
|
EndDialogue();
|
||||||
|
}
|
||||||
|
|
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}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user