Merge remote-tracking branch 'origin/master'
This commit is contained in:
commit
54c4d1728c
@ -70,7 +70,7 @@ public class NewGame : MonoBehaviour
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||||
//NPC ACTIONS HERE ----------------------------------------------------
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// -> Wizard House
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PlayerPrefs.SetInt("Wizard.FirstDialogue", 0);
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PlayerPrefs.SetInt("Wizard.FirstMission", 0);
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// --------------------------------------------------------------------
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32
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|
||||
@ -36,8 +35,8 @@ RectTransform:
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 0}
|
||||
m_AnchorMax: {x: 0, y: 0}
|
||||
m_AnchoredPosition: {x: 105, y: 155}
|
||||
m_SizeDelta: {x: 130, y: 80}
|
||||
m_AnchoredPosition: {x: 110, y: 165}
|
||||
m_SizeDelta: {x: 150, y: 80}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!222 &5110571134455525715
|
||||
CanvasRenderer:
|
||||
@ -131,7 +130,6 @@ RectTransform:
|
||||
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 0.95, y: 4.5, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 5110571134455525713}
|
||||
m_RootOrder: 0
|
||||
|
@ -194,8 +194,8 @@ RectTransform:
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0.5, y: 0}
|
||||
m_AnchorMax: {x: 0.5, y: 0}
|
||||
m_AnchoredPosition: {x: 0, y: 81.5}
|
||||
m_SizeDelta: {x: 800, y: 665}
|
||||
m_AnchoredPosition: {x: 0, y: 74}
|
||||
m_SizeDelta: {x: 800, y: 590}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!222 &2835830911057077562
|
||||
CanvasRenderer:
|
||||
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -4,7 +4,7 @@ using GUI_Scripts.ProceduralGeneration;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(NPC))]
|
||||
[RequireComponent(typeof(NpcDialogueManager))]
|
||||
[RequireComponent(typeof(NpcMissionManager))]
|
||||
public class NPCFollowing : MonoBehaviour
|
||||
{
|
||||
private Rigidbody2D myRigidbody;
|
||||
@ -132,7 +132,7 @@ public class NPCFollowing : MonoBehaviour
|
||||
|
||||
if (approaching && !isAfterAction)
|
||||
{
|
||||
gameObject.GetComponent<NpcDialogueManager>().Dialogue.BreakDialogueStep();
|
||||
gameObject.GetComponent<NpcMissionManager>().Mission.BreakDialogueStep();
|
||||
isDuringConversation = false;
|
||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
|
||||
}
|
||||
@ -170,10 +170,10 @@ public class NPCFollowing : MonoBehaviour
|
||||
|
||||
public void DoAction()
|
||||
{
|
||||
if (approaching == true && isDuringConversation == false && gameObject.GetComponent<NpcDialogueManager>().CanBeOpened)
|
||||
if (approaching == true && isDuringConversation == false && gameObject.GetComponent<NpcMissionManager>().CanBeOpened)
|
||||
{
|
||||
isDuringConversation = true;
|
||||
gameObject.GetComponent<NpcDialogueManager>().Dialogue.StartDialogue();
|
||||
gameObject.GetComponent<NpcMissionManager>().Mission.StartDialogue();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -376,7 +376,7 @@ public class Player : MonoBehaviour
|
||||
|
||||
PlayerPrefs.SetFloat("maxHealth", health);
|
||||
|
||||
Debug.Log("Health: " + PlayerPrefs.GetFloat("maxHealth"));
|
||||
//Debug.Log("Health: " + PlayerPrefs.GetFloat("maxHealth"));
|
||||
}
|
||||
|
||||
public void AddHealthPoint()
|
||||
@ -415,7 +415,7 @@ public class Player : MonoBehaviour
|
||||
throw new System.Exception("Attack Calculation Error");
|
||||
}
|
||||
|
||||
Debug.Log("Attack: " + PlayerPrefs.GetFloat("attackValue"));
|
||||
//Debug.Log("Attack: " + PlayerPrefs.GetFloat("attackValue"));
|
||||
}
|
||||
|
||||
public void AddStrengthPoint()
|
||||
@ -474,7 +474,7 @@ public class Player : MonoBehaviour
|
||||
throw new System.Exception("Defense Calculation Error");
|
||||
}
|
||||
|
||||
Debug.Log("Defense: " + PlayerPrefs.GetFloat("defenseValue"));
|
||||
//Debug.Log("Defense: " + PlayerPrefs.GetFloat("defenseValue"));
|
||||
}
|
||||
|
||||
public void AddDefensePoint()
|
||||
@ -529,7 +529,7 @@ public class Player : MonoBehaviour
|
||||
|
||||
PlayerPrefs.SetFloat("speed", speed);
|
||||
|
||||
Debug.Log("Speed: " + PlayerPrefs.GetFloat("speed"));
|
||||
//Debug.Log("Speed: " + PlayerPrefs.GetFloat("speed"));
|
||||
}
|
||||
|
||||
// nowe - analogicznie jak w ataku
|
||||
|
@ -18,6 +18,16 @@ class MultiDialogueDataManager : SceneBaseDataManager<MultiDialogueData>
|
||||
if (Instance == null)
|
||||
{
|
||||
Instance = this;
|
||||
|
||||
Debug.Log("Start MultiDialogueData manager");
|
||||
|
||||
|
||||
DynamicDataList = new MultiDialogueDataListManager();
|
||||
|
||||
DataLoader = new MultiDialogueDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
|
||||
|
||||
|
||||
base.Start();
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -29,20 +39,13 @@ class MultiDialogueDataManager : SceneBaseDataManager<MultiDialogueData>
|
||||
// ZMIAST TRZYMAC SUROWE OBIEKTY TYM RAZEM ZAPISUJMY modele Datai updatujmy obiket w NPC Managerze
|
||||
public override void Start()
|
||||
{
|
||||
Debug.Log("Start MultiDialogueData manager");
|
||||
|
||||
|
||||
DynamicDataList = new MultiDialogueDataListManager();
|
||||
|
||||
DataLoader = new MultiDialogueDataLoader(OBJECT_LIST_NAME, OBJECT_FOLDER_NAME);
|
||||
|
||||
|
||||
base.Start();
|
||||
}
|
||||
|
||||
|
||||
protected override void AfterStart()
|
||||
{
|
||||
Debug.Log("AfterStart");
|
||||
if (OnMapAppearanceMethod.GameStatus == GameStatus.NewGame)
|
||||
{
|
||||
if (OnMapAppearanceMethod.Gateway != OnMapAppearanceMethodEnum.NewGame)
|
||||
@ -135,6 +138,8 @@ class MultiDialogueDataManager : SceneBaseDataManager<MultiDialogueData>
|
||||
|
||||
public MultiDialogueData? GetDialogue(MultiDialogue newDialogue)
|
||||
{
|
||||
Debug.Log(DynamicDataList.GetList());
|
||||
Debug.Log(newDialogue);
|
||||
return DynamicDataList.GetList().Where(dialogue => dialogue.SpeakerName == newDialogue.SpeakerName).FirstOrDefault();
|
||||
}
|
||||
|
||||
|
@ -52,7 +52,18 @@ class PotionEffectsManager : ItemEffectsManager
|
||||
{
|
||||
HealthSmallPotion();
|
||||
}
|
||||
|
||||
else if(item.name == "Beer")
|
||||
{
|
||||
GameObject.FindObjectOfType<CamerFollow>().Drink();
|
||||
}
|
||||
else if(item.name == "Crab Venom")
|
||||
{
|
||||
CrabPoison();
|
||||
}
|
||||
else if(item.name == "Mushroom Venom")
|
||||
{
|
||||
MushroomPoison();
|
||||
}
|
||||
}
|
||||
|
||||
// use below function in one above - depending on the condition
|
||||
@ -94,5 +105,24 @@ class PotionEffectsManager : ItemEffectsManager
|
||||
PlayerPrefs.SetFloat("health", playerCurrentHealth);
|
||||
}
|
||||
|
||||
public void CrabPoison()
|
||||
{
|
||||
var playerMaxHealth = PlayerPrefs.GetFloat("maxHealth");
|
||||
var playerCurrentHealth = PlayerPrefs.GetFloat("health");
|
||||
|
||||
playerCurrentHealth = playerMaxHealth * 3/4;
|
||||
|
||||
PlayerPrefs.SetFloat("health", playerCurrentHealth);
|
||||
}
|
||||
|
||||
public void MushroomPoison()
|
||||
{
|
||||
var playerMaxHealth = PlayerPrefs.GetFloat("maxHealth");
|
||||
var playerCurrentHealth = PlayerPrefs.GetFloat("health");
|
||||
|
||||
playerCurrentHealth = playerMaxHealth * 1 / 2;
|
||||
|
||||
PlayerPrefs.SetFloat("health", playerCurrentHealth);
|
||||
}
|
||||
// Add and invoke your own functions
|
||||
}
|
||||
|
@ -264,6 +264,7 @@ public class Mission : ScriptableObject
|
||||
}
|
||||
|
||||
// Additionaly set first step as active
|
||||
Debug.Log("BuildMission - Activate step");
|
||||
MissionStepsList[CurrentStep].ActivateStep();
|
||||
}
|
||||
|
||||
|
@ -16,20 +16,22 @@ public class NpcMissionManager : DialogueManager // ScriptableObject
|
||||
[SerializeField]
|
||||
public Mission Mission;
|
||||
|
||||
public bool OpenMissionInDefaultWay = true;
|
||||
|
||||
[SerializeField]
|
||||
public DialogueStepModel FreeDialogue;
|
||||
|
||||
// List<Key<mission No, mission step No>, Value : UnityEvent>
|
||||
//public List<IndexValuePair<IndexValuePair<int, int>, MissionCondition>> EndactionEventList;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
CanBeOpened = false;
|
||||
OpenInDefaultWay = false;
|
||||
}
|
||||
|
||||
public override void Start()
|
||||
{
|
||||
base.Start();
|
||||
|
||||
CanBeOpened = false;
|
||||
OpenInDefaultWay = false;
|
||||
|
||||
//base.Start();
|
||||
|
||||
CreateInstanceBasedOnLanguage();
|
||||
|
||||
@ -52,24 +54,22 @@ public class NpcMissionManager : DialogueManager // ScriptableObject
|
||||
|
||||
Mission.BuildMission();
|
||||
|
||||
|
||||
if (FreeDialogue != null)
|
||||
FreeDialogue.Build();
|
||||
}
|
||||
|
||||
public void Update() { }
|
||||
public override void Update() { }
|
||||
|
||||
public override void OnTriggerEnter2D(Collider2D collision)
|
||||
{
|
||||
// don't listen when component is disabled
|
||||
if (ComponentEnabledCondition())
|
||||
if (ComponentEnabledCondition() || collision.tag != "Player")
|
||||
return;
|
||||
|
||||
if (collision.gameObject.tag == "Player" && !GetCurrentDialoguePanelStatus())
|
||||
{
|
||||
CanBeOpened = true;
|
||||
|
||||
|
||||
CreateInstanceBasedOnLanguage();
|
||||
|
||||
|
||||
@ -92,6 +92,9 @@ public class NpcMissionManager : DialogueManager // ScriptableObject
|
||||
|
||||
Mission.BuildMission();
|
||||
|
||||
if (!OpenInDefaultWay)
|
||||
return;
|
||||
|
||||
Mission.StartDialogue();
|
||||
}
|
||||
}
|
||||
@ -106,10 +109,10 @@ public class NpcMissionManager : DialogueManager // ScriptableObject
|
||||
{
|
||||
CanBeOpened = false;
|
||||
|
||||
if (Mission != null && GetCurrentDialoguePanelStatus())
|
||||
if (OpenInDefaultWay && Mission != null && GetCurrentDialoguePanelStatus())
|
||||
{
|
||||
/* Debug.Log("BreakDialogueStep");
|
||||
*/ Mission.BreakDialogueStep();
|
||||
Debug.Log("BreakDialogueStep");
|
||||
Mission.BreakDialogueStep();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -10,7 +10,7 @@ public class NpcDialogueManager : DialogueManager
|
||||
{
|
||||
public override void Start()
|
||||
{
|
||||
base.Start();
|
||||
//base.Start();
|
||||
|
||||
CanBeOpened = false;
|
||||
OpenInDefaultWay = false;
|
||||
|
@ -2,6 +2,7 @@
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using System;
|
||||
|
||||
public abstract class UIWarehouseManager : UISlotPanelManager<IndexValuePair<int, EquippableItem>>
|
||||
{
|
||||
@ -29,7 +30,7 @@ public abstract class UIWarehouseManager : UISlotPanelManager<IndexValuePair<int
|
||||
/// <returns></returns>
|
||||
public override List<IndexValuePair<int, EquippableItem>> FindItemInWarehouseByName(string itemName)
|
||||
{
|
||||
return Elements.Where(item => item.Value.name == itemName).ToList();
|
||||
return Elements.Where(item => item.Value.name == itemName || itemName == String.Concat(item.Value.name.Where(c => !Char.IsWhiteSpace(c))) ).ToList();
|
||||
}
|
||||
|
||||
|
||||
|
@ -0,0 +1,260 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using GUI_Scripts.ProceduralGeneration;
|
||||
using UnityEngine;
|
||||
|
||||
public enum WizzardMissionStateEnum
|
||||
{
|
||||
None = 0,
|
||||
AcceptMission = 1,
|
||||
WaitingForPeoggress = 2,
|
||||
MainPlotIntroduction = 3
|
||||
}
|
||||
|
||||
[RequireComponent(typeof(NPC))]
|
||||
[RequireComponent(typeof(NpcMissionManager))]
|
||||
public class WizardFirstQuestManager : MonoBehaviour
|
||||
{
|
||||
private Rigidbody2D myRigidbody;
|
||||
public Animator anim;
|
||||
|
||||
public Vector3 homePosition;
|
||||
public Transform targetPosition;
|
||||
|
||||
public AStarPathfindingAgent agent;
|
||||
|
||||
//public GameObject player;
|
||||
|
||||
public bool approaching = false;
|
||||
//public bool isAfterAction = false; // after mission in this case
|
||||
public WizzardMissionStateEnum MissionProggress = WizzardMissionStateEnum.None;
|
||||
//public bool waitingForMissionEffects = false;
|
||||
public bool isDuringConversation = false;
|
||||
public float actionRadius = 1.5f;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
agent = GetComponent<AStarPathfindingAgent>();
|
||||
}
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
gameObject.GetComponent<NpcMissionManager>().OpenInDefaultWay = false;
|
||||
|
||||
|
||||
myRigidbody = GetComponent<Rigidbody2D>();
|
||||
anim = GetComponent<Animator>();
|
||||
homePosition = new Vector3(gameObject.transform.position.x, gameObject.transform.position.y, gameObject.transform.position.z);
|
||||
targetPosition = GameObject.FindWithTag("Player").transform;
|
||||
|
||||
|
||||
if (PlayerPrefs.HasKey(gameObject.GetComponent<NPC>().name + ".FirstMission"))
|
||||
MissionProggress = (WizzardMissionStateEnum)PlayerPrefs.GetInt(gameObject.GetComponent<NPC>().name + ".FirstMission");
|
||||
|
||||
|
||||
if (MissionProggress == WizzardMissionStateEnum.None)
|
||||
StartCoroutine(WaitBeforStartingAction(5f));
|
||||
else if (MissionProggress == WizzardMissionStateEnum.WaitingForPeoggress || MissionProggress == WizzardMissionStateEnum.MainPlotIntroduction)
|
||||
{
|
||||
approaching = false;
|
||||
|
||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.Talking;
|
||||
|
||||
gameObject.GetComponent<NpcMissionManager>().OpenInDefaultWay = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
public void Update()
|
||||
{
|
||||
HandleState();
|
||||
}
|
||||
|
||||
private IEnumerator WaitBeforStartingAction(float waitTime)
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
yield return new WaitForSeconds(waitTime);
|
||||
|
||||
// Start story
|
||||
approaching = true;
|
||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator Wait(float waitTime)
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
yield return new WaitForSeconds(waitTime);
|
||||
}
|
||||
}
|
||||
|
||||
public void CheckDistance()
|
||||
{
|
||||
anim.SetBool("isRunning", true);
|
||||
StopAllCoroutines();
|
||||
|
||||
//if (isAfterAction == false && waitingForMissionEffects == false)
|
||||
if (approaching && (MissionProggress == WizzardMissionStateEnum.None || MissionProggress == WizzardMissionStateEnum.AcceptMission))
|
||||
{
|
||||
if (approaching && Vector2.Distance(targetPosition.position, transform.position) >= actionRadius)
|
||||
{
|
||||
agent.FindPath();
|
||||
|
||||
StartCoroutine(agent.FollowPath());
|
||||
|
||||
}
|
||||
else if (approaching)
|
||||
{
|
||||
//start dialogue here
|
||||
gameObject.GetComponent<NpcMissionManager>().CanBeOpened = true;
|
||||
|
||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.Talking;
|
||||
if (targetPosition.position.y > transform.position.y)
|
||||
{
|
||||
anim.SetBool("TurnFront", true);
|
||||
anim.SetBool("isRunning", false);
|
||||
}
|
||||
else
|
||||
{
|
||||
anim.SetBool("TurnFront", false);
|
||||
anim.SetBool("isRunning", false);
|
||||
}
|
||||
agent.path.Clear(); // if we are able to talgk we dont want go go further player
|
||||
}
|
||||
}
|
||||
|
||||
else if (MissionProggress == WizzardMissionStateEnum.WaitingForPeoggress)
|
||||
{
|
||||
if (Vector2.Distance(transform.position, homePosition) > 0.95)
|
||||
{
|
||||
//transform.position = Vector2.MoveTowards(transform.position, homePosition, 2 * Time.deltaTime);
|
||||
GoToHomePosition();
|
||||
}
|
||||
else
|
||||
{
|
||||
anim.SetBool("isRunning", false);
|
||||
anim.SetBool("TurnFront", false);
|
||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.Pending;
|
||||
}
|
||||
}
|
||||
else if (MissionProggress == WizzardMissionStateEnum.MainPlotIntroduction)
|
||||
{
|
||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.Talking;
|
||||
agent.path.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnTriggerExit2D(Collider2D other)
|
||||
{
|
||||
// don't listen when component is disabled
|
||||
if (!gameObject.GetComponent<WizardFirstQuestManager>().enabled || other.tag != "Player")
|
||||
return;
|
||||
|
||||
if (gameObject.GetComponent<NpcMissionManager>().Mission != null && !gameObject.GetComponent<NpcMissionManager>().OpenInDefaultWay)
|
||||
{
|
||||
if (gameObject.GetComponent<NPC>().State == NPCStateEnum.Talking)
|
||||
{
|
||||
gameObject.GetComponent<NpcMissionManager>().Mission.BreakDialogueStep();
|
||||
isDuringConversation = false;
|
||||
gameObject.GetComponent<NPC>().State = NPCStateEnum.Walking;
|
||||
}
|
||||
|
||||
// ...
|
||||
}
|
||||
}
|
||||
|
||||
public void HandleState()
|
||||
{
|
||||
switch (gameObject.GetComponent<NPC>().State)
|
||||
{
|
||||
case NPCStateEnum.Walking:
|
||||
{
|
||||
CheckDistance();
|
||||
break;
|
||||
}
|
||||
case NPCStateEnum.Talking:
|
||||
{
|
||||
DoAction();
|
||||
break;
|
||||
}
|
||||
case NPCStateEnum.Pending:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case NPCStateEnum.Attacking:
|
||||
{
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
Debug.Log("fancy text nie wiem co zrobic");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void DoAction()
|
||||
{
|
||||
if (approaching == true && isDuringConversation == false && gameObject.GetComponent<NpcMissionManager>().CanBeOpened)
|
||||
{
|
||||
isDuringConversation = true;
|
||||
|
||||
gameObject.GetComponent<NpcMissionManager>().Mission.StartDialogue();
|
||||
}
|
||||
}
|
||||
|
||||
public void GoToHomePosition()
|
||||
{
|
||||
agent.point = homePosition;
|
||||
|
||||
|
||||
agent.FindPoint();
|
||||
|
||||
StartCoroutine(agent.FollowPath());
|
||||
}
|
||||
|
||||
|
||||
public void AfterMissionAccepting()
|
||||
{
|
||||
var wizardOnScene = GameObject.FindGameObjectWithTag("NPCCollection").transform.Find("Wizard");
|
||||
|
||||
if (wizardOnScene == null)
|
||||
return;
|
||||
|
||||
//wizardOnScene.GetComponent<NPCFollowing>().isAfterAction = false;
|
||||
wizardOnScene.GetComponent<WizardFirstQuestManager>().approaching = false;
|
||||
//wizardOnScene.GetComponent<NPCFollowing>().waitingForMissionEffects = true;
|
||||
|
||||
wizardOnScene.GetComponent<NPC>().State = NPCStateEnum.Walking; // go home position
|
||||
|
||||
wizardOnScene.GetComponent<NpcMissionManager>().OpenInDefaultWay = true;
|
||||
|
||||
|
||||
wizardOnScene.GetComponent<WizardFirstQuestManager>().MissionProggress = WizzardMissionStateEnum.WaitingForPeoggress;
|
||||
|
||||
PlayerPrefs.SetInt(gameObject.GetComponent<NPC>().name + ".FirstMission", (int)wizardOnScene.GetComponent<WizardFirstQuestManager>().MissionProggress);
|
||||
}
|
||||
|
||||
// tylko pierwszy - drugi nie bedzie
|
||||
public void AfterMeetingCondition()
|
||||
{
|
||||
var wizardOnScene = GameObject.FindGameObjectWithTag("NPCCollection").transform.Find("Wizard");
|
||||
|
||||
if (wizardOnScene == null)
|
||||
return;
|
||||
|
||||
approaching = false;
|
||||
|
||||
//waitingForMissionEffects = false;
|
||||
|
||||
//isAfterAction = true;
|
||||
|
||||
wizardOnScene.GetComponent<WizardFirstQuestManager>().MissionProggress = WizzardMissionStateEnum.MainPlotIntroduction;
|
||||
|
||||
PlayerPrefs.SetInt(gameObject.GetComponent<NPC>().name + ".FirstMission", (int)wizardOnScene.GetComponent<WizardFirstQuestManager>().MissionProggress);
|
||||
}
|
||||
}
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Loading…
Reference in New Issue
Block a user