Added First Wizard Quest - part II
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@ -13,7 +13,7 @@ MonoBehaviour:
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--- !u!114 &11400000
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tutaj. Nie bylem pewny czy sie obudzisz...
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prawie wszystko co miales. Dam ci ziola, jak wroce.
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lesie na polnocny wschod od mojego domu sa pewne robaki. Potrzebuje, zebys
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prosic o jeszcze jedna rzecz?
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|
||||
m_PersistentCalls:
|
||||
m_Calls:
|
||||
- m_Target: {fileID: 11400000}
|
||||
m_TargetAssemblyTypeName: Dialogue, Assembly-CSharp
|
||||
m_MethodName: GoToNextSentence
|
||||
m_Mode: 1
|
||||
m_Arguments:
|
||||
m_ObjectArgument: {fileID: 0}
|
||||
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
|
||||
m_IntArgument: 0
|
||||
m_FloatArgument: 0
|
||||
m_StringArgument:
|
||||
m_BoolArgument: 0
|
||||
m_CallState: 2
|
||||
- Sentence: Widzisz, gdzies w poblizu znajduje sie bardzo silne zrodlo magii.
|
||||
To zaczarowany zwoj. Chcialbym zebys go dla mnie zdobyl.
|
||||
Buttons:
|
||||
- ButtonName: Dlaczego sam go nie zdobedziesz?
|
||||
Type: 1
|
||||
ButtonActions:
|
||||
m_PersistentCalls:
|
||||
m_Calls:
|
||||
- m_Target: {fileID: 11400000}
|
||||
m_TargetAssemblyTypeName: Dialogue, Assembly-CSharp
|
||||
m_MethodName: GoToNextSentence
|
||||
m_Mode: 1
|
||||
m_Arguments:
|
||||
m_ObjectArgument: {fileID: 0}
|
||||
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
|
||||
m_IntArgument: 0
|
||||
m_FloatArgument: 0
|
||||
m_StringArgument:
|
||||
m_BoolArgument: 0
|
||||
m_CallState: 2
|
||||
- Sentence: Nie jestem wojownikiem. Sam nie dam rady. Ty wydajesz sie bardziej
|
||||
niz odpowiedni. Obiecuje cie nagrodzic.
|
||||
Buttons:
|
||||
- ButtonName: Gdzie go znajde?
|
||||
Type: 1
|
||||
ButtonActions:
|
||||
m_PersistentCalls:
|
||||
m_Calls:
|
||||
- m_Target: {fileID: 11400000}
|
||||
m_TargetAssemblyTypeName: Dialogue, Assembly-CSharp
|
||||
m_MethodName: GoToNextSentence
|
||||
m_Mode: 1
|
||||
m_Arguments:
|
||||
m_ObjectArgument: {fileID: 0}
|
||||
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
|
||||
m_IntArgument: 0
|
||||
m_FloatArgument: 0
|
||||
m_StringArgument:
|
||||
m_BoolArgument: 0
|
||||
m_CallState: 2
|
||||
- Sentence: Idz na wschod. Na pewno dasz rade.
|
||||
Buttons: []
|
||||
EndOfDialogueStepAction:
|
||||
m_PersistentCalls:
|
||||
m_Calls:
|
||||
- m_Target: {fileID: 11400000}
|
||||
m_TargetAssemblyTypeName: MissionDialogue, Assembly-CSharp
|
||||
m_MethodName: FinishMissionStep
|
||||
m_Mode: 1
|
||||
m_Arguments:
|
||||
m_ObjectArgument: {fileID: 0}
|
||||
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
|
||||
m_IntArgument: 0
|
||||
m_FloatArgument: 0
|
||||
m_StringArgument:
|
||||
m_BoolArgument: 0
|
||||
m_CallState: 2
|
||||
- m_Target: {fileID: 11400000}
|
||||
m_TargetAssemblyTypeName: MissionDialogue, Assembly-CSharp
|
||||
m_MethodName: PlayerQuestContentManage
|
||||
m_Mode: 1
|
||||
m_Arguments:
|
||||
m_ObjectArgument: {fileID: 0}
|
||||
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
|
||||
m_IntArgument: 0
|
||||
m_FloatArgument: 0
|
||||
m_StringArgument:
|
||||
m_BoolArgument: 0
|
||||
m_CallState: 2
|
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e18c54fde6f4c0a47a8f39d74194c495
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -28,6 +28,7 @@ RectTransform:
|
||||
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1.2, y: 6, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 2835830911057077560}
|
||||
m_RootOrder: 0
|
||||
@ -107,6 +108,7 @@ RectTransform:
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 5, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 2835830911057077560}
|
||||
m_RootOrder: 1
|
||||
@ -186,6 +188,7 @@ 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: 0.2, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children:
|
||||
- {fileID: 2835830909972040045}
|
||||
- {fileID: 2835830910843601522}
|
||||
@ -194,8 +197,8 @@ 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: 74}
|
||||
m_SizeDelta: {x: 800, y: 590}
|
||||
m_AnchoredPosition: {x: 0, y: 81.5}
|
||||
m_SizeDelta: {x: 800, y: 665}
|
||||
m_Pivot: {x: 0.5, y: 0.5}
|
||||
--- !u!222 &2835830911057077562
|
||||
CanvasRenderer:
|
||||
|
@ -67,6 +67,36 @@ public class MissionDialogue : Dialogue
|
||||
{
|
||||
Parent.GetOriginMission().FinishMission();
|
||||
}
|
||||
|
||||
public void FinishMissionStep()
|
||||
{
|
||||
Parent.GetOriginMission().FinishMissionStep();
|
||||
}
|
||||
|
||||
public void FinishMissionStepAndGoToNext()
|
||||
{
|
||||
Parent.GetOriginMission().FinishMissionStepAndGoToNext();
|
||||
}
|
||||
|
||||
public void PlayerQuestContentManage(string newMissionIssue)
|
||||
{
|
||||
Parent.PlayerQuestContentManage(newMissionIssue);
|
||||
}
|
||||
|
||||
public void PlayerQuestContentManage()
|
||||
{
|
||||
Parent.PlayerQuestContentManage();
|
||||
}
|
||||
|
||||
public void CreateQuestOnList()
|
||||
{
|
||||
Parent.GetOriginMission().CreateQuestOnList();
|
||||
}
|
||||
|
||||
public void RemoveQuestFromList()
|
||||
{
|
||||
Parent.GetOriginMission().RemoveQuestFromList();
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Dialogue Status API
|
||||
|
@ -31,9 +31,9 @@ public class Mission : ScriptableObject
|
||||
|
||||
[SerializeField]
|
||||
public List<MissionStepModel> MissionStepsList;
|
||||
/*
|
||||
[SerializeField]
|
||||
public MissionProcess missionProcess = null;*/
|
||||
/*
|
||||
[SerializeField]
|
||||
public MissionProcess missionProcess = null;*/
|
||||
|
||||
[SerializeField]
|
||||
public MissionReward Reward;
|
||||
@ -41,17 +41,17 @@ public class Mission : ScriptableObject
|
||||
//ConditionController . check condition
|
||||
//private ConditionFactory factory = new ConditionFactory();
|
||||
|
||||
/*
|
||||
public void AssignMissionProcessToStep(int stepNumber)
|
||||
{
|
||||
MissionStepsList[stepNumber].SetStepProcess(missionProcess);
|
||||
}
|
||||
*/
|
||||
/*
|
||||
public void AssignMissionProcessToStep(int stepNumber)
|
||||
{
|
||||
MissionStepsList[stepNumber].SetStepProcess(missionProcess);
|
||||
}
|
||||
*/
|
||||
|
||||
/* public void SetMissionCondition(string name)
|
||||
{
|
||||
//factory.CreateCondition(Type); //, name)
|
||||
}*/
|
||||
/* public void SetMissionCondition(string name)
|
||||
{
|
||||
//factory.CreateCondition(Type); //, name)
|
||||
}*/
|
||||
|
||||
// Set by hand as mission condition as final astion specyfic step
|
||||
public void CheckMissionRequirements()
|
||||
@ -70,17 +70,8 @@ public class Mission : ScriptableObject
|
||||
|
||||
// ADD CONDITION LISTENING TO SPECIFY MISSION MANAGER missions list
|
||||
|
||||
// 2. Add mission to Player Panel :D
|
||||
TaskUIManager.Instance.Add(PlayerTask);
|
||||
CreateQuestOnList();
|
||||
|
||||
// 3. Save Player Quest Panel status & (somehow) mission status in game
|
||||
|
||||
var saveController = GameObject.FindObjectOfType<SaveController>();
|
||||
if (saveController == null)
|
||||
throw new Exception($"There is no SaveController component on scene!!!");
|
||||
|
||||
saveController.GetComponent<SaveController>().SavePlayerQuests();
|
||||
|
||||
//// TODO ! ! !
|
||||
///saveController.SaveMissions();
|
||||
///
|
||||
@ -121,13 +112,35 @@ public class Mission : ScriptableObject
|
||||
Status = MissionStatusEnum.Finished;
|
||||
|
||||
// 3. remove quest from player list
|
||||
var task = TaskUIManager.Instance.FindTaskByName(PlayerTask.Title);
|
||||
RemoveQuestFromList();
|
||||
}
|
||||
|
||||
if (task.Count == 0)
|
||||
Debug.LogError($"Task '{PlayerTask.Title}' not found");
|
||||
else
|
||||
TaskUIManager.Instance.RemoveByName(PlayerTask.Title);
|
||||
/// <summary>
|
||||
/// czy ta akcja ma by wywolywana w buttonie i ma wywoływac inn eakcje z 'end of step actions lsit'
|
||||
/// czy ma byc jedna z nich i byc wywoływana przez 'go to next sentence' ....
|
||||
/// </summary>
|
||||
public void FinishMissionStep()
|
||||
{
|
||||
MissionStepsList[CurrentStep].Status = MissionStepStatusEnum.Finished;
|
||||
|
||||
CurrentStep++;
|
||||
|
||||
// build without starting
|
||||
BuildMission(MissionStepsList);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Alias dla tego co powinna robić logika 'GoToNextStep' w Missjach
|
||||
/// </summary>
|
||||
public void FinishMissionStepAndGoToNext()
|
||||
{
|
||||
MissionStepsList[CurrentStep].Status = MissionStepStatusEnum.Finished;
|
||||
|
||||
CurrentStep++;
|
||||
|
||||
|
||||
// build & start
|
||||
StartDialogue();
|
||||
}
|
||||
|
||||
|
||||
@ -167,7 +180,7 @@ public class Mission : ScriptableObject
|
||||
{
|
||||
// NIKE TYLKO ACTIVE !!
|
||||
|
||||
if ((MissionStep.Status == MissionStepStatusEnum.Active || MissionStep.Status == MissionStepStatusEnum.AfterCondition) && MissionStep.DialogueStep.GetCurrentStep().DialogueController.CurrentPanel != null)
|
||||
if ((MissionStep.Status == MissionStepStatusEnum.Active || MissionStep.Status == MissionStepStatusEnum.AfterCondition) && MissionStep.DialogueStep.GetCurrentStep().DialogueController.CurrentPanel != null)
|
||||
{
|
||||
MissionStep.DialogueStep.GetCurrentStep().DialogueController.CloseCurrentPanel(); // close panel
|
||||
|
||||
@ -187,23 +200,23 @@ public class Mission : ScriptableObject
|
||||
|
||||
break;
|
||||
}
|
||||
/*
|
||||
// jesli stan jest oczekujacy && dialog nie został w całości przegadany
|
||||
// jesli warnek jest zpeniony - idz dalej - nie, czeksaj
|
||||
if (MissionStep.Status == MissionStepStatusEnum.Pending && MissionStep.DialogueStep.GetCurrentStep().DialogueController.listOfDialogue.Count != 0)
|
||||
{
|
||||
// Check or register condition.....
|
||||
// 1. Register condition
|
||||
//ConditionManager.Instance.RegisterCondition(MissionName, MissionStep.MissionConditions);
|
||||
/*
|
||||
// jesli stan jest oczekujacy && dialog nie został w całości przegadany
|
||||
// jesli warnek jest zpeniony - idz dalej - nie, czeksaj
|
||||
if (MissionStep.Status == MissionStepStatusEnum.Pending && MissionStep.DialogueStep.GetCurrentStep().DialogueController.listOfDialogue.Count != 0)
|
||||
{
|
||||
// Check or register condition.....
|
||||
// 1. Register condition
|
||||
//ConditionManager.Instance.RegisterCondition(MissionName, MissionStep.MissionConditions);
|
||||
|
||||
// 2. register next step action
|
||||
// TODO
|
||||
// 2. register next step action
|
||||
// TODO
|
||||
|
||||
// 3. Open panel (dialogue) ???
|
||||
MissionStep.DialogueStep.StartDialogue(); // create panel
|
||||
// 3. Open panel (dialogue) ???
|
||||
MissionStep.DialogueStep.StartDialogue(); // create panel
|
||||
|
||||
break;
|
||||
}*/
|
||||
break;
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
@ -213,20 +226,20 @@ public class Mission : ScriptableObject
|
||||
{
|
||||
|
||||
// Case I: Do nothing sepciaj just get first Step which wasn't invoked yet
|
||||
if(MissionStep.Status == MissionStepStatusEnum.Pending)
|
||||
if (MissionStep.Status == MissionStepStatusEnum.Pending)
|
||||
{
|
||||
/// var nextSentence = MissionStep.DialogueStep.DialogueController.ShowNextPanel(
|
||||
/// var nextSentence = MissionStep.DialogueStep.DialogueController.ShowNextPanel(
|
||||
// MissionStep.DialogueStep.DialogueController
|
||||
//);
|
||||
|
||||
//If there is no sentence in Step - go to next one
|
||||
/* if (!nextSentence)
|
||||
{
|
||||
MissionStep.Status = MissionStepStatusEnum.Finished;
|
||||
/* if (!nextSentence)
|
||||
{
|
||||
MissionStep.Status = MissionStepStatusEnum.Finished;
|
||||
|
||||
ShowStep();
|
||||
}
|
||||
*/
|
||||
ShowStep();
|
||||
}
|
||||
*/
|
||||
break;
|
||||
}
|
||||
|
||||
@ -237,11 +250,11 @@ public class Mission : ScriptableObject
|
||||
// po spełnieniu step misji oznaczany jest jako ukończony
|
||||
var conditionResult = CheckStepFinalCondition();
|
||||
|
||||
if(conditionResult)
|
||||
if (conditionResult)
|
||||
ShowStep();
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -264,8 +277,11 @@ public class Mission : ScriptableObject
|
||||
}
|
||||
|
||||
// Additionaly set first step as active
|
||||
Debug.Log("BuildMission - Activate step");
|
||||
MissionStepsList[CurrentStep].ActivateStep();
|
||||
//Debug.Log("BuildMission - Activate step");
|
||||
if (MissionStepsList.Count() > CurrentStep)
|
||||
MissionStepsList[CurrentStep].ActivateStep();
|
||||
else
|
||||
Debug.Log($"Mission [{MissionName}] step {CurrentStep} out of steps list containing {MissionStepsList.Count()}");
|
||||
}
|
||||
|
||||
#region Dialogue Status API
|
||||
@ -302,4 +318,59 @@ public class Mission : ScriptableObject
|
||||
{
|
||||
return MissionStepsList[CurrentStep];
|
||||
}
|
||||
|
||||
#region Quest managment
|
||||
|
||||
public void CreateQuestOnList()
|
||||
{
|
||||
// WHERE IS CONDITION TO CHECK IF MISSION ALREADY EXISTS ??? ??? ???
|
||||
|
||||
// 2. Add mission to Player Panel :D
|
||||
TaskUIManager.Instance.Add(PlayerTask);
|
||||
|
||||
// 3. Save Player Quest Panel status & (somehow) mission status in game
|
||||
|
||||
|
||||
// Don't save quest in this moement on list because mission proggrss isnt saved before using
|
||||
// teleport or saving proggress by player - data consistency
|
||||
|
||||
/*
|
||||
var saveController = GameObject.FindObjectOfType<SaveController>();
|
||||
if (saveController == null)
|
||||
throw new Exception($"There is no SaveController component on scene!!!");
|
||||
|
||||
saveController.GetComponent<SaveController>().SavePlayerQuests();
|
||||
*/
|
||||
}
|
||||
|
||||
public void RemoveQuestFromList()
|
||||
{
|
||||
var task = TaskUIManager.Instance.FindTaskByName(PlayerTask.Title);
|
||||
|
||||
if (task.Count == 0)
|
||||
Debug.LogError($"Task '{PlayerTask.Title}' not found");
|
||||
else
|
||||
TaskUIManager.Instance.RemoveByName(PlayerTask.Title);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Po co misja idwoluje sie do dziecka zamiast ustawic to samemu?
|
||||
///
|
||||
/// Wprzyszlosci ustawic nowy content w stepei!
|
||||
///
|
||||
/// IMPORANT:
|
||||
/// nadpisanie w jednym kroku nadpisuje żródłowy Description w Taku obiektu Mission!!!
|
||||
/// </summary>
|
||||
/// <param name="newMissionissue"></param>
|
||||
public void PlayerQuestContentManage(string newMissionissue)
|
||||
{
|
||||
var task = TaskUIManager.Instance.FindTaskByName(PlayerTask.Title);
|
||||
|
||||
if (task.Count() == 0)
|
||||
CreateQuestOnList();
|
||||
|
||||
// manually setupped new contrent for wqizard first mission script
|
||||
((TaskUIManager)TaskUIManager.Instance).ChangeTaskIssue(PlayerTask.Title, newMissionissue);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
@ -5,6 +5,7 @@ using System.Collections.Generic;
|
||||
using System;
|
||||
using UnityEngine.Events;
|
||||
|
||||
|
||||
/*
|
||||
* In basic want to have 3 steps
|
||||
* - first to say hello and accept/reject mission
|
||||
@ -22,6 +23,11 @@ public class MissionStepModel
|
||||
|
||||
[SerializeField] // this flag tell whatewer dialoge ware already display to user
|
||||
public MissionStepStatusEnum Status = MissionStepStatusEnum.None;
|
||||
|
||||
// new mission header (optional - deleted (string, string) ) & task content
|
||||
[SerializeField]
|
||||
public string MissionIssue;
|
||||
|
||||
/*
|
||||
[SerializeField]
|
||||
public MissionDialogue DialogueStepTemplate;*/
|
||||
@ -131,6 +137,11 @@ public class MissionStepModel
|
||||
{
|
||||
return ConditionManager.Instance.CheckCondition(MissionOrigin.MissionName);
|
||||
}
|
||||
/*
|
||||
public void FinishStep()
|
||||
{
|
||||
|
||||
}*/
|
||||
#endregion
|
||||
|
||||
#region Mission Status API
|
||||
@ -150,6 +161,19 @@ public class MissionStepModel
|
||||
DialogueStep.UpdateDialogueState(dialogueData.MissionDialogueData);
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Function to update Pkayer Quest description (and header optionaly) during mission progress
|
||||
/// </summary>
|
||||
public void PlayerQuestContentManage(string newContent)
|
||||
{
|
||||
MissionOrigin.PlayerQuestContentManage(newContent);
|
||||
}
|
||||
|
||||
public void PlayerQuestContentManage()
|
||||
{
|
||||
MissionOrigin.PlayerQuestContentManage(MissionIssue);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -166,6 +166,9 @@ public class NpcMissionManager : DialogueManager // ScriptableObject
|
||||
|
||||
public override bool GetCurrentDialoguePanelStatus()
|
||||
{
|
||||
if (Mission.CurrentStep >= Mission.MissionStepsList.Count())
|
||||
return false;
|
||||
|
||||
return Mission
|
||||
.GetCurrentStep()
|
||||
.DialogueStep
|
||||
|
@ -111,4 +111,16 @@ class MissionConditionDataManager : SceneBaseDataManager<IndexValuePair<string,
|
||||
|
||||
return SaveData(MissionConditionDataList, SceneElementTypeEnum.Dynamic);
|
||||
}
|
||||
|
||||
|
||||
public List<MissionConditionData> FindMissionConditionByMissionName(string missionName)
|
||||
{
|
||||
return MissionConditionDataList
|
||||
.Where(el => el.Key == missionName)
|
||||
.ToList()
|
||||
.SelectMany(el => el.Value)
|
||||
.Where(el => el.Type == MissionTypeEnum.Collect)
|
||||
.ToList()
|
||||
;
|
||||
}
|
||||
}
|
@ -87,7 +87,7 @@ class MissionDataManager : SceneBaseDataManager<MissionData>
|
||||
// when chest detect player in near arrea and player press "c"
|
||||
// open panel -> chest controller handle Open panel in Scene Chest Manager passing info about what Chest Palyer want to open
|
||||
// Manager Build panel and pass info about chest content
|
||||
Debug.Log("UseDynamicSettings");
|
||||
|
||||
LoadDynamicData();
|
||||
|
||||
|
||||
|
@ -57,4 +57,12 @@ public class TaskUIManager : UIBaseManager<Task>
|
||||
// Resources = default path - Asset/Resources ... .obj
|
||||
return Resources.Load(ITEM_LOCALIZATION + PANEL_NAME) as GameObject;
|
||||
}
|
||||
|
||||
public void ChangeTaskIssue(string taskName, string newContent)
|
||||
{
|
||||
Elements.Where(task => task.Title == taskName).First().description = newContent;
|
||||
|
||||
UpdateList();
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -3,6 +3,12 @@ using System.Collections.Generic;
|
||||
using GUI_Scripts.ProceduralGeneration;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Note:
|
||||
/// Wizard changing quest content after finishing second dialogue
|
||||
/// Before that prev gest stay in Quest list
|
||||
/// </summary>
|
||||
public enum WizzardMissionStateEnum
|
||||
{
|
||||
None = 0,
|
||||
@ -53,6 +59,9 @@ public class WizardFirstQuestManager : MonoBehaviour
|
||||
MissionProggress = (WizzardMissionStateEnum)PlayerPrefs.GetInt(gameObject.GetComponent<NPC>().name + ".FirstMission");
|
||||
|
||||
|
||||
// ODCZYTANIE STANU Z PlayerPrefs JEST NIEZPOJNE Z DANYMI ODCZYTYWANIYMI Z PLIKU O PROGRESSIE MISJI
|
||||
// Player Prefs zapisuje po kliknieciu buttona w dailogu
|
||||
// Mission & Quest - zapisuje po teleporcie albo recznym 'save'
|
||||
if (MissionProggress == WizzardMissionStateEnum.None)
|
||||
StartCoroutine(WaitBeforStartingAction(5f));
|
||||
else if (MissionProggress == WizzardMissionStateEnum.WaitingForPeoggress || MissionProggress == WizzardMissionStateEnum.MainPlotIntroduction)
|
||||
|
Loading…
Reference in New Issue
Block a user