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