public void Setup() { questSet [0] = new Quest(); questSet [1] = new ItemQuest(itemquest); questSet [2] = psychoKilling = new PsychopathKillingQuest (); questSet [3] = new ItemDeliveryQuest (); questSet [4] = new SlaughterQuest (); finalQuest = new PsychopathegeneQuest (itemquest); mapSet = false; finalQuestStarted = false; }
public IItemQuest AddItemQuest(Guid guid, ItemQuestBlueprint blueprint, IContainer container) { if (blueprint == null) { throw new ArgumentNullException(nameof(blueprint)); } IItemQuest item = new ItemQuest(guid, blueprint, container); _items.Add(item); return(item); }
public void Setup() { questSet [0] = new Quest(); questSet [1] = new ItemQuest(itemquest); questSet [2] = psychoKilling = new PsychopathKillingQuest(); questSet [3] = new ItemDeliveryQuest(); questSet [4] = new SlaughterQuest(); finalQuest = new PsychopathegeneQuest(itemquest); mapSet = false; finalQuestStarted = false; }
public void randomItems() { while (items.Count > 0 && map.Count > 0) { int randomMap = Random.Range(0, map.Count); //Debug.Log("randomMap" + randomMap); if (objectiveLocation.ContainsKey(map[randomMap])) { if (objectiveLocation[map[randomMap]].Count < 2) { int randomItem = Random.Range(0, items.Count); ItemQuest temp = items[randomItem]; for (int i = 0; i < objectiveLocation[map[randomMap]].Count; i++) { if (objectiveLocation[map[randomMap]][i].getPositions() == Spawn.one) { temp.setPositions(Spawn.two); break; } } objectiveLocation[map[randomMap]].Add(temp); map.Remove(randomMap); items.Remove(items[randomItem]); } } else { int randomItem = Random.Range(0, items.Count); objectiveLocation.Add(map[randomMap], new List <ItemQuest>()); ItemQuest temp = items[randomItem]; objectiveLocation[map[randomMap]].Add(temp); items.Remove(items[randomItem]); } } /*foreach (KeyValuePair<int, List<ItemQuest>> pair in objectiveLocation) * { * * for (int i = 0; i < pair.Value.Count; i++) * { * Debug.Log(pair.Key + " " + pair.Value[i].getItemID() + " " + pair.Value[i].getPositions()); * } * }*/ }
private void DrawThingProperties(ItemQuest item) { }
// 1= true; //2 = false; public void addItemQuest(ItemQuest item) { items.Add(item); }