using System.Collections; using System.Collections.Generic; using UnityEngine; public class NPCQuest : MonoBehaviour { [SerializeField] public Task quest; public Task Quest { get { return quest; } set { quest = value; } } [SerializeField] public GameObject axe; [SerializeField] private bool isTaskAccepted = false; [SerializeField] public MissionReward reward; // Start is called before the first frame update void Start() { this.Quest = new Task(1, "Help the Lumberjack", "Find his axe in the forest and bring it back to him.", TaskDifficultyEnum.Easy); } // Update is called once per frame void Update() { } public Task AcceptTask() { this.isTaskAccepted = true; return this.Quest; } public bool IsTaskAccepted() { return this.isTaskAccepted; } public void DropItem() { GameObject globalGUI = GameObject.FindGameObjectsWithTag("GUI")[0]; if(globalGUI) { // 1. Drop item on map GameObject _axe = Instantiate(axe, new Vector3(37.1f, -31.7f, 0), Quaternion.identity, globalGUI.transform); // 1.2 Fix names (prevent add "(Clone)" postfix) _axe.name = axe.GetComponent().item.Name; _axe.GetComponent().item.name = axe.name; // 2. Add object to DynamicList in LocalSceneManager SceneEquippableItemManager.Instance.AddDynamicItem(_axe); } else { Debug.Log("Can't find global GUI object!!!"); } } }