Added First Wizard Quest - part II
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@ -13,7 +13,7 @@ MonoBehaviour:
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@ -15,8 +15,8 @@ MonoBehaviour:
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id: 0
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title: Crab Venom
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title: Wizard Quest
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description: Kill crabs and bring venom back to the Wizard
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description: Kill crabs and bring venom to the Wizard
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@ -0,0 +1,257 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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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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je zabil i przyniosl mi ich jad. Przynies mi go, a pozwole ci odejsc.
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@ -67,6 +67,36 @@ public class MissionDialogue : Dialogue
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{
|
{
|
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Parent.GetOriginMission().FinishMission();
|
Parent.GetOriginMission().FinishMission();
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{
|
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Parent.GetOriginMission().FinishMissionStep();
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{
|
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|
Parent.GetOriginMission().FinishMissionStepAndGoToNext();
|
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}
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public void PlayerQuestContentManage(string newMissionIssue)
|
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|
{
|
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Parent.PlayerQuestContentManage(newMissionIssue);
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|
}
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public void PlayerQuestContentManage()
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|
{
|
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|
Parent.PlayerQuestContentManage();
|
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|
}
|
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|
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|
public void CreateQuestOnList()
|
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|
{
|
||||||
|
Parent.GetOriginMission().CreateQuestOnList();
|
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|
}
|
||||||
|
|
||||||
|
public void RemoveQuestFromList()
|
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|
{
|
||||||
|
Parent.GetOriginMission().RemoveQuestFromList();
|
||||||
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region Dialogue Status API
|
#region Dialogue Status API
|
||||||
|
@ -31,9 +31,9 @@ public class Mission : ScriptableObject
|
|||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
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public List<MissionStepModel> MissionStepsList;
|
public List<MissionStepModel> MissionStepsList;
|
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/*
|
/*
|
||||||
[SerializeField]
|
[SerializeField]
|
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public MissionProcess missionProcess = null;*/
|
public MissionProcess missionProcess = null;*/
|
||||||
|
|
||||||
[SerializeField]
|
[SerializeField]
|
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public MissionReward Reward;
|
public MissionReward Reward;
|
||||||
@ -41,17 +41,17 @@ public class Mission : ScriptableObject
|
|||||||
//ConditionController . check condition
|
//ConditionController . check condition
|
||||||
//private ConditionFactory factory = new ConditionFactory();
|
//private ConditionFactory factory = new ConditionFactory();
|
||||||
|
|
||||||
/*
|
/*
|
||||||
public void AssignMissionProcessToStep(int stepNumber)
|
public void AssignMissionProcessToStep(int stepNumber)
|
||||||
{
|
{
|
||||||
MissionStepsList[stepNumber].SetStepProcess(missionProcess);
|
MissionStepsList[stepNumber].SetStepProcess(missionProcess);
|
||||||
}
|
}
|
||||||
*/
|
*/
|
||||||
|
|
||||||
/* public void SetMissionCondition(string name)
|
/* public void SetMissionCondition(string name)
|
||||||
{
|
{
|
||||||
//factory.CreateCondition(Type); //, name)
|
//factory.CreateCondition(Type); //, name)
|
||||||
}*/
|
}*/
|
||||||
|
|
||||||
// Set by hand as mission condition as final astion specyfic step
|
// Set by hand as mission condition as final astion specyfic step
|
||||||
public void CheckMissionRequirements()
|
public void CheckMissionRequirements()
|
||||||
@ -70,17 +70,8 @@ public class Mission : ScriptableObject
|
|||||||
|
|
||||||
// ADD CONDITION LISTENING TO SPECIFY MISSION MANAGER missions list
|
// ADD CONDITION LISTENING TO SPECIFY MISSION MANAGER missions list
|
||||||
|
|
||||||
// 2. Add mission to Player Panel :D
|
CreateQuestOnList();
|
||||||
TaskUIManager.Instance.Add(PlayerTask);
|
|
||||||
|
|
||||||
// 3. Save Player Quest Panel status & (somehow) mission status in game
|
|
||||||
|
|
||||||
var saveController = GameObject.FindObjectOfType<SaveController>();
|
|
||||||
if (saveController == null)
|
|
||||||
throw new Exception($"There is no SaveController component on scene!!!");
|
|
||||||
|
|
||||||
saveController.GetComponent<SaveController>().SavePlayerQuests();
|
|
||||||
|
|
||||||
//// TODO ! ! !
|
//// TODO ! ! !
|
||||||
///saveController.SaveMissions();
|
///saveController.SaveMissions();
|
||||||
///
|
///
|
||||||
@ -121,13 +112,35 @@ public class Mission : ScriptableObject
|
|||||||
Status = MissionStatusEnum.Finished;
|
Status = MissionStatusEnum.Finished;
|
||||||
|
|
||||||
// 3. remove quest from player list
|
// 3. remove quest from player list
|
||||||
var task = TaskUIManager.Instance.FindTaskByName(PlayerTask.Title);
|
RemoveQuestFromList();
|
||||||
|
}
|
||||||
|
|
||||||
if (task.Count == 0)
|
/// <summary>
|
||||||
Debug.LogError($"Task '{PlayerTask.Title}' not found");
|
/// czy ta akcja ma by wywolywana w buttonie i ma wywoływac inn eakcje z 'end of step actions lsit'
|
||||||
else
|
/// czy ma byc jedna z nich i byc wywoływana przez 'go to next sentence' ....
|
||||||
TaskUIManager.Instance.RemoveByName(PlayerTask.Title);
|
/// </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 !!
|
// 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
|
MissionStep.DialogueStep.GetCurrentStep().DialogueController.CloseCurrentPanel(); // close panel
|
||||||
|
|
||||||
@ -187,23 +200,23 @@ public class Mission : ScriptableObject
|
|||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
/*
|
/*
|
||||||
// jesli stan jest oczekujacy && dialog nie został w całości przegadany
|
// jesli stan jest oczekujacy && dialog nie został w całości przegadany
|
||||||
// jesli warnek jest zpeniony - idz dalej - nie, czeksaj
|
// jesli warnek jest zpeniony - idz dalej - nie, czeksaj
|
||||||
if (MissionStep.Status == MissionStepStatusEnum.Pending && MissionStep.DialogueStep.GetCurrentStep().DialogueController.listOfDialogue.Count != 0)
|
if (MissionStep.Status == MissionStepStatusEnum.Pending && MissionStep.DialogueStep.GetCurrentStep().DialogueController.listOfDialogue.Count != 0)
|
||||||
{
|
{
|
||||||
// Check or register condition.....
|
// Check or register condition.....
|
||||||
// 1. Register condition
|
// 1. Register condition
|
||||||
//ConditionManager.Instance.RegisterCondition(MissionName, MissionStep.MissionConditions);
|
//ConditionManager.Instance.RegisterCondition(MissionName, MissionStep.MissionConditions);
|
||||||
|
|
||||||
// 2. register next step action
|
// 2. register next step action
|
||||||
// TODO
|
// TODO
|
||||||
|
|
||||||
// 3. Open panel (dialogue) ???
|
// 3. Open panel (dialogue) ???
|
||||||
MissionStep.DialogueStep.StartDialogue(); // create panel
|
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
|
// 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
|
// MissionStep.DialogueStep.DialogueController
|
||||||
//);
|
//);
|
||||||
|
|
||||||
//If there is no sentence in Step - go to next one
|
//If there is no sentence in Step - go to next one
|
||||||
/* if (!nextSentence)
|
/* if (!nextSentence)
|
||||||
{
|
{
|
||||||
MissionStep.Status = MissionStepStatusEnum.Finished;
|
MissionStep.Status = MissionStepStatusEnum.Finished;
|
||||||
|
|
||||||
ShowStep();
|
ShowStep();
|
||||||
}
|
}
|
||||||
*/
|
*/
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -237,11 +250,11 @@ public class Mission : ScriptableObject
|
|||||||
// po spełnieniu step misji oznaczany jest jako ukończony
|
// po spełnieniu step misji oznaczany jest jako ukończony
|
||||||
var conditionResult = CheckStepFinalCondition();
|
var conditionResult = CheckStepFinalCondition();
|
||||||
|
|
||||||
if(conditionResult)
|
if (conditionResult)
|
||||||
ShowStep();
|
ShowStep();
|
||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -264,8 +277,11 @@ public class Mission : ScriptableObject
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Additionaly set first step as active
|
// Additionaly set first step as active
|
||||||
Debug.Log("BuildMission - Activate step");
|
//Debug.Log("BuildMission - Activate step");
|
||||||
MissionStepsList[CurrentStep].ActivateStep();
|
if (MissionStepsList.Count() > CurrentStep)
|
||||||
|
MissionStepsList[CurrentStep].ActivateStep();
|
||||||
|
else
|
||||||
|
Debug.Log($"Mission [{MissionName}] step {CurrentStep} out of steps list containing {MissionStepsList.Count()}");
|
||||||
}
|
}
|
||||||
|
|
||||||
#region Dialogue Status API
|
#region Dialogue Status API
|
||||||
@ -302,4 +318,59 @@ public class Mission : ScriptableObject
|
|||||||
{
|
{
|
||||||
return MissionStepsList[CurrentStep];
|
return MissionStepsList[CurrentStep];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#region Quest managment
|
||||||
|
|
||||||
|
public void CreateQuestOnList()
|
||||||
|
{
|
||||||
|
// WHERE IS CONDITION TO CHECK IF MISSION ALREADY EXISTS ??? ??? ???
|
||||||
|
|
||||||
|
// 2. Add mission to Player Panel :D
|
||||||
|
TaskUIManager.Instance.Add(PlayerTask);
|
||||||
|
|
||||||
|
// 3. Save Player Quest Panel status & (somehow) mission status in game
|
||||||
|
|
||||||
|
|
||||||
|
// Don't save quest in this moement on list because mission proggrss isnt saved before using
|
||||||
|
// teleport or saving proggress by player - data consistency
|
||||||
|
|
||||||
|
/*
|
||||||
|
var saveController = GameObject.FindObjectOfType<SaveController>();
|
||||||
|
if (saveController == null)
|
||||||
|
throw new Exception($"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 System;
|
||||||
using UnityEngine.Events;
|
using UnityEngine.Events;
|
||||||
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* In basic want to have 3 steps
|
* In basic want to have 3 steps
|
||||||
* - first to say hello and accept/reject mission
|
* - 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
|
[SerializeField] // this flag tell whatewer dialoge ware already display to user
|
||||||
public MissionStepStatusEnum Status = MissionStepStatusEnum.None;
|
public MissionStepStatusEnum Status = MissionStepStatusEnum.None;
|
||||||
|
|
||||||
|
// new mission header (optional - deleted (string, string) ) & task content
|
||||||
|
[SerializeField]
|
||||||
|
public string MissionIssue;
|
||||||
|
|
||||||
/*
|
/*
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
public MissionDialogue DialogueStepTemplate;*/
|
public MissionDialogue DialogueStepTemplate;*/
|
||||||
@ -131,6 +137,11 @@ public class MissionStepModel
|
|||||||
{
|
{
|
||||||
return ConditionManager.Instance.CheckCondition(MissionOrigin.MissionName);
|
return ConditionManager.Instance.CheckCondition(MissionOrigin.MissionName);
|
||||||
}
|
}
|
||||||
|
/*
|
||||||
|
public void FinishStep()
|
||||||
|
{
|
||||||
|
|
||||||
|
}*/
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region Mission Status API
|
#region Mission Status API
|
||||||
@ -150,6 +161,19 @@ public class MissionStepModel
|
|||||||
DialogueStep.UpdateDialogueState(dialogueData.MissionDialogueData);
|
DialogueStep.UpdateDialogueState(dialogueData.MissionDialogueData);
|
||||||
}
|
}
|
||||||
#endregion
|
#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()
|
public override bool GetCurrentDialoguePanelStatus()
|
||||||
{
|
{
|
||||||
|
if (Mission.CurrentStep >= Mission.MissionStepsList.Count())
|
||||||
|
return false;
|
||||||
|
|
||||||
return Mission
|
return Mission
|
||||||
.GetCurrentStep()
|
.GetCurrentStep()
|
||||||
.DialogueStep
|
.DialogueStep
|
||||||
|
@ -111,4 +111,16 @@ class MissionConditionDataManager : SceneBaseDataManager<IndexValuePair<string,
|
|||||||
|
|
||||||
return SaveData(MissionConditionDataList, SceneElementTypeEnum.Dynamic);
|
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"
|
// 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
|
// 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
|
// Manager Build panel and pass info about chest content
|
||||||
Debug.Log("UseDynamicSettings");
|
|
||||||
LoadDynamicData();
|
LoadDynamicData();
|
||||||
|
|
||||||
|
|
||||||
|
@ -57,4 +57,12 @@ public class TaskUIManager : UIBaseManager<Task>
|
|||||||
// Resources = default path - Asset/Resources ... .obj
|
// Resources = default path - Asset/Resources ... .obj
|
||||||
return Resources.Load(ITEM_LOCALIZATION + PANEL_NAME) as GameObject;
|
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 GUI_Scripts.ProceduralGeneration;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Note:
|
||||||
|
/// Wizard changing quest content after finishing second dialogue
|
||||||
|
/// Before that prev gest stay in Quest list
|
||||||
|
/// </summary>
|
||||||
public enum WizzardMissionStateEnum
|
public enum WizzardMissionStateEnum
|
||||||
{
|
{
|
||||||
None = 0,
|
None = 0,
|
||||||
@ -53,6 +59,9 @@ public class WizardFirstQuestManager : MonoBehaviour
|
|||||||
MissionProggress = (WizzardMissionStateEnum)PlayerPrefs.GetInt(gameObject.GetComponent<NPC>().name + ".FirstMission");
|
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)
|
if (MissionProggress == WizzardMissionStateEnum.None)
|
||||||
StartCoroutine(WaitBeforStartingAction(5f));
|
StartCoroutine(WaitBeforStartingAction(5f));
|
||||||
else if (MissionProggress == WizzardMissionStateEnum.WaitingForPeoggress || MissionProggress == WizzardMissionStateEnum.MainPlotIntroduction)
|
else if (MissionProggress == WizzardMissionStateEnum.WaitingForPeoggress || MissionProggress == WizzardMissionStateEnum.MainPlotIntroduction)
|
||||||
|
Loading…
Reference in New Issue
Block a user