private string CurrentStateDialog() { myQuest = QuestComponent.GetQuestFromID(questID); if (myQuest == null) { return("There is no quest"); } if (QuestComponent.IsCompleted(questID)) { return(myQuest.QuestCompleteDescription); } else if (QuestComponent.IsCompleted(questIDRecuirement) == false && QuestComponent.IsCompleted(alternativeIDRequired)) { return("You don't meet the requirements for the quest"); } else if (started != true) { return(myQuest.QuestDescription); } else if (started == true) { return(myQuest.QuestActiveDescription); } return(""); }
private void MakeQuestAvalible(EventInfo eventinfo) { //Debug.Log("This is the current active status: " + enabled); if (QuestComponent.IsCompleted(alternativeIDRequired) && QuestComponent.IsCompleted(questIDRecuirement) && started != true) { lampRenderer.material = avalibleQuest; } }
private void TriggerNextQuest(EventInfo eventInfo) { if (QuestComponent.IsCompleted(questIDRecuirement) == true || QuestComponent.IsCompleted(alternativeIDRequired) == false && started == false) { lampRenderer = lamp.GetComponent <Renderer>(); lampRenderer.material = avalibleQuest; Debug.Log("");//skriv ut ID på den questen som lyssnar på denna } }
private void Update() { if (clientData == null) { return; } switch (state) { case UIState.creating: rewardText.GetComponent<TextMeshProUGUI>().text = Language.GetString(PickupCatalog.GetPickupDef(clientData.reward).nameToken); rewardText.GetComponent<RectTransform>().sizeDelta = rewardText.GetComponent<TextMeshProUGUI>().GetPreferredValues(); rewardText.GetComponent<TextMeshProUGUI>().color = PickupCatalog.GetPickupDef(clientData.reward).baseColor; reward.GetComponent<RawImage>().texture = PickupCatalog.GetPickupDef(clientData.reward).iconTexture; questComponents = new List<QuestComponent>(); for (int i = 0; i < clientData.questComponents.Count; i++) { QuestComponent questComponent = rewardText.AddComponent<QuestComponent>(); questComponent.index = i; questComponents.Add(questComponent); } questUI.transform.SetParent(this.transform); questUI.GetComponent<RectTransform>().sizeDelta = new Vector2(300, questTitle.GetComponent<RectTransform>().sizeDelta.y + 13.5f + rewardBacking.GetComponent<RectTransform>().sizeDelta.y + (55 * clientData.questComponents.Count) + rewardText.GetComponent<RectTransform>().sizeDelta.y); questUI.GetComponent<RectTransform>().localPosition = new Vector3(0,0,0); questUI.GetComponent<RectTransform>().anchoredPosition = new Vector2(UI.Utils.screenSize.x * Config.UI.questPositionX + 60, UI.Utils.screenSize.y * Config.UI.questPositionY); questUI.GetComponent<RectTransform>().localScale = new Vector3(UI.Utils.hudScale,UI.Utils.hudScale,UI.Utils.hudScale); state = UIState.updating; break; case UIState.updating: if ((clientData?.complete ?? false) && !finished) { startTime = Run.instance.GetRunStopwatch(); targetAlpha = 0; targetX = UI.Utils.screenSize.x * Config.UI.questPositionX + 60; finished = true; } for (int i = questComponents.Count - 1; i >= 0; i--) { questComponents[i].UpdateData(clientData.questComponents[questComponents[i].index], i); if (clientData.questComponents[questComponents[i].index].complete) { questComponents[i].Destroy(); Destroy(questComponents[i]); questComponents.RemoveAt(i); } } questUI.GetComponent<RectTransform>().anchoredPosition = new Vector2(Mathf.SmoothDamp(questUI.GetComponent<RectTransform>().anchoredPosition.x, targetX, ref moveVel, fadeTime), UI.Utils.screenSize.y * Config.UI.questPositionY); questUI.GetComponent<CanvasGroup>().alpha = Mathf.SmoothDamp(questUI.GetComponent<CanvasGroup>().alpha, targetAlpha, ref alphaVel, fadeTime); questUI.GetComponent<RectTransform>().sizeDelta = new Vector2(300, Mathf.SmoothDamp(questUI.GetComponent<RectTransform>().sizeDelta.y, questTitle.GetComponent<RectTransform>().sizeDelta.y + 13.5f + rewardBacking.GetComponent<RectTransform>().sizeDelta.y + (55 * questComponents.Count) + rewardText.GetComponent<RectTransform>().sizeDelta.y, ref backgroundVel, 0.7f)); questUI.transform.Find("border").GetComponent<RectTransform>().sizeDelta = new Vector2(questUI.GetComponent<RectTransform>().sizeDelta.x + 2, questUI.GetComponent<RectTransform>().sizeDelta.y + 2); break; } if (finished && Run.instance.GetRunStopwatch() - startTime >= fadeTime + 0.5f) { Destroy(); } }
// Start is called before the first frame update void Start() { if (QuestComponent.IsCompleted(requiredQuestID)) { gameObject.SetActive(false); } else { EventHandeler.Current.RegisterListener(EventHandeler.EVENT_TYPE.CompleteQuest, RemoveDoor); } }
/// <summary> /// This method is called when the player wants to save their game. /// It will register all the data that the save file requires and then write that down to a save file that later can be read.- /// </summary> public void MakeNewSave() { //Hämtar hem de värden den behöver från spelet och sedan skriver ner dem på en txt fil så man kan läsa in dem senare playerPosition = GetComponent <PlayerStateMashine>().transform.position; playerHealth = GetComponent <PlayerStateMashine>().Health; completedQuests = QuestComponent.GetCompletedQuestList(); sunPosition = celestialHolder.GetComponent <DayAndNightSM>().Sun.transform.position; moonPosition = celestialHolder.GetComponent <DayAndNightSM>().Moon.transform.position; //idex 1, (Spawner.transform.position, spawner.object.transform.position). //spara ner värden i en fil }
private void Update() { if (Input.GetButtonDown("Quest log")) { book.SetActive(false); if (questIndex.Count != 0) { questLogText.text = QuestComponent.GetQuestName(questIndex[currentIndex]) + "\n" + QuestComponent.GetQuestDescription(questIndex[currentIndex]); } else { questLogText.text = "You have no quests at the moment"; } if (questPanel.active == true) { questPanel.SetActive(false); } else { questPanel.SetActive(true); } } else if (Input.GetButtonDown("Flip pages keys") || Input.GetAxisRaw("Flip pages axis") > 0) { currentIndex++; if (questIndex.Count == 0) { currentIndex = 0; return; } else if (currentIndex > questIndex.Count - 1) { currentIndex = 0; } questLogText.text = QuestComponent.GetQuestName(questIndex[currentIndex]) + "\n" + QuestComponent.GetQuestDescription(questIndex[currentIndex]); } else if (Input.GetButtonDown("Flip pages keys") || Input.GetAxisRaw("Flip pages axis") < 0) { currentIndex--; if (questIndex.Count == 0) { currentIndex = 0; return; } else if (currentIndex < 0) { currentIndex = questIndex.Count - 1; } questLogText.text = QuestComponent.GetQuestName(questIndex[currentIndex]) + "\n" + QuestComponent.GetQuestDescription(questIndex[currentIndex]); } }
private void Awake() { if (enabled == false) { return; } EventHandeler.Current.RegisterListener(EventHandeler.EVENT_TYPE.QuestGoalReached, QuestCompleted); EventHandeler.Current.RegisterListener(EventHandeler.EVENT_TYPE.AvailableQuest, MakeQuestAvalible); //EventHandeler.Current.RegisterListener(EventHandeler.EVENT_TYPE.ActivateNextQuest, TriggerNextQuest); lampRenderer = lamp.GetComponent <Renderer>(); standardMaterial = lampRenderer.material; if (QuestComponent.IsCompleted(questIDRecuirement) && QuestComponent.IsCompleted(alternativeIDRequired)) { lampRenderer.material = avalibleQuest; } if (nextQuestInLine != null) { nextQuestInLine.enabled = false; } }
public void ControllInput() { if (enabled == true) { QuestDialogEventInfo questDialogEvent = new QuestDialogEventInfo { questText = CurrentStateDialog(), show = true }; EventHandeler.Current.FireEvent(EventHandeler.EVENT_TYPE.QuestDialog, questDialogEvent); } if (QuestComponent.IsCompleted(questID)) { TurnInQuest(); } else if (QuestComponent.IsCompleted(questIDRecuirement) == false || QuestComponent.IsCompleted(alternativeIDRequired) == false && this.enabled == true) { return; } else if (started == false) { StartTheQuest(); } }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { AggregateFactory = new AggregateFactory(this); WeaponFactory = new WeaponFactory(this); DoorFactory = new DoorFactory(this); RoomFactory = new RoomFactory(this); CollectableFactory = new CollectibleFactory(this); WallFactory = new WallFactory(this); EnemyFactory = new EnemyFactory(this); SkillEntityFactory = new SkillEntityFactory(this); NPCFactory = new NPCFactory(this); // Initialize Components PlayerComponent = new PlayerComponent(); LocalComponent = new LocalComponent(); RemoteComponent = new RemoteComponent(); PositionComponent = new PositionComponent(); MovementComponent = new MovementComponent(); MovementSpriteComponent = new MovementSpriteComponent(); SpriteComponent = new SpriteComponent(); DoorComponent = new DoorComponent(); RoomComponent = new RoomComponent(); HUDSpriteComponent = new HUDSpriteComponent(); HUDComponent = new HUDComponent(); InventoryComponent = new InventoryComponent(); InventorySpriteComponent = new InventorySpriteComponent(); ContinueNewGameScreen = new ContinueNewGameScreen(graphics, this); EquipmentComponent = new EquipmentComponent(); WeaponComponent = new WeaponComponent(); BulletComponent = new BulletComponent(); PlayerInfoComponent = new PlayerInfoComponent(); WeaponSpriteComponent = new WeaponSpriteComponent(); StatsComponent = new StatsComponent(); EnemyAIComponent = new EnemyAIComponent(); NpcAIComponent = new NpcAIComponent(); CollectibleComponent = new CollectibleComponent(); CollisionComponent = new CollisionComponent(); TriggerComponent = new TriggerComponent(); EnemyComponent = new EnemyComponent(); NPCComponent = new NPCComponent(); QuestComponent = new QuestComponent(); LevelManager = new LevelManager(this); SpriteAnimationComponent = new SpriteAnimationComponent(); SkillProjectileComponent = new SkillProjectileComponent(); SkillAoEComponent = new SkillAoEComponent(); SkillDeployableComponent = new SkillDeployableComponent(); SoundComponent = new SoundComponent(); ActorTextComponent = new ActorTextComponent(); //TurretComponent = new TurretComponent(); //TrapComponent = new TrapComponent(); //PortableShopComponent = new PortableShopComponent(); //PortableShieldComponent = new PortableShieldComponent(); //MotivateComponent = new MotivateComponent(); //FallbackComponent = new FallbackComponent(); //ChargeComponent = new ChargeComponent(); //HealingStationComponent = new HealingStationComponent(); //ExplodingDroidComponent = new ExplodingDroidComponent(); #region Initialize Effect Components AgroDropComponent = new AgroDropComponent(); AgroGainComponent = new AgroGainComponent(); BuffComponent = new BuffComponent(); ChanceToSucceedComponent = new ChanceToSucceedComponent(); CoolDownComponent = new CoolDownComponent(); DamageOverTimeComponent = new DamageOverTimeComponent(); DirectDamageComponent = new DirectDamageComponent(); DirectHealComponent = new DirectHealComponent(); FearComponent = new FearComponent(); HealOverTimeComponent = new HealOverTimeComponent(); InstantEffectComponent = new InstantEffectComponent(); KnockBackComponent = new KnockBackComponent(); TargetedKnockBackComponent = new TargetedKnockBackComponent(); ReduceAgroRangeComponent = new ReduceAgroRangeComponent(); ResurrectComponent = new ResurrectComponent(); StunComponent = new StunComponent(); TimedEffectComponent = new TimedEffectComponent(); #endregion base.Initialize(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { AggregateFactory = new AggregateFactory(this); WeaponFactory = new WeaponFactory(this); DoorFactory = new DoorFactory(this); RoomFactory = new RoomFactory(this); CollectableFactory = new CollectibleFactory(this); WallFactory = new WallFactory(this); EnemyFactory = new EnemyFactory(this); SkillEntityFactory = new SkillEntityFactory(this); NPCFactory = new NPCFactory(this); // Initialize Components PlayerComponent = new PlayerComponent(); LocalComponent = new LocalComponent(); RemoteComponent = new RemoteComponent(); PositionComponent = new PositionComponent(); MovementComponent = new MovementComponent(); MovementSpriteComponent = new MovementSpriteComponent(); SpriteComponent = new SpriteComponent(); DoorComponent = new DoorComponent(); RoomComponent = new RoomComponent(); HUDSpriteComponent = new HUDSpriteComponent(); HUDComponent = new HUDComponent(); InventoryComponent = new InventoryComponent(); InventorySpriteComponent = new InventorySpriteComponent(); ContinueNewGameScreen = new ContinueNewGameScreen(graphics, this); EquipmentComponent = new EquipmentComponent(); WeaponComponent = new WeaponComponent(); BulletComponent = new BulletComponent(); PlayerInfoComponent = new PlayerInfoComponent(); WeaponSpriteComponent = new WeaponSpriteComponent(); StatsComponent = new StatsComponent(); EnemyAIComponent = new EnemyAIComponent(); NpcAIComponent = new NpcAIComponent(); CollectibleComponent = new CollectibleComponent(); CollisionComponent = new CollisionComponent(); TriggerComponent = new TriggerComponent(); EnemyComponent = new EnemyComponent(); NPCComponent = new NPCComponent(); QuestComponent = new QuestComponent(); LevelManager = new LevelManager(this); SpriteAnimationComponent = new SpriteAnimationComponent(); SkillProjectileComponent = new SkillProjectileComponent(); SkillAoEComponent = new SkillAoEComponent(); SkillDeployableComponent = new SkillDeployableComponent(); SoundComponent = new SoundComponent(); ActorTextComponent = new ActorTextComponent(); //TurretComponent = new TurretComponent(); //TrapComponent = new TrapComponent(); //PortableShopComponent = new PortableShopComponent(); //PortableShieldComponent = new PortableShieldComponent(); //MotivateComponent = new MotivateComponent(); //FallbackComponent = new FallbackComponent(); //ChargeComponent = new ChargeComponent(); //HealingStationComponent = new HealingStationComponent(); //ExplodingDroidComponent = new ExplodingDroidComponent(); #region Initialize Effect Components AgroDropComponent = new AgroDropComponent(); AgroGainComponent = new AgroGainComponent(); BuffComponent = new BuffComponent(); ChanceToSucceedComponent = new ChanceToSucceedComponent(); CoolDownComponent = new CoolDownComponent(); DamageOverTimeComponent = new DamageOverTimeComponent(); DirectDamageComponent = new DirectDamageComponent(); DirectHealComponent = new DirectHealComponent(); FearComponent = new FearComponent(); HealOverTimeComponent = new HealOverTimeComponent(); InstantEffectComponent = new InstantEffectComponent(); KnockBackComponent = new KnockBackComponent(); TargetedKnockBackComponent = new TargetedKnockBackComponent(); ReduceAgroRangeComponent = new ReduceAgroRangeComponent(); ResurrectComponent = new ResurrectComponent(); StunComponent = new StunComponent(); TimedEffectComponent = new TimedEffectComponent(); #endregion base.Initialize(); }
public static bool getComplete(QuestComponent questComponent) { return questComponent.complete; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { AggregateFactory = new AggregateFactory(this); WeaponFactory = new WeaponFactory(this); DoorFactory = new DoorFactory(this); RoomFactory = new RoomFactory(this); CollectableFactory = new CollectibleFactory(this); WallFactory = new WallFactory(this); EnemyFactory = new EnemyFactory(this); // Initialize Components PlayerComponent = new PlayerComponent(); LocalComponent = new LocalComponent(); RemoteComponent = new RemoteComponent(); PositionComponent = new PositionComponent(); MovementComponent = new MovementComponent(); MovementSpriteComponent = new MovementSpriteComponent(); SpriteComponent = new SpriteComponent(); DoorComponent = new DoorComponent(); RoomComponent = new RoomComponent(); HUDSpriteComponent = new HUDSpriteComponent(); HUDComponent = new HUDComponent(); InventoryComponent = new InventoryComponent(); InventorySpriteComponent = new InventorySpriteComponent(); ContinueNewGameScreen = new ContinueNewGameScreen(graphics, this); EquipmentComponent = new EquipmentComponent(); WeaponComponent = new WeaponComponent(); BulletComponent = new BulletComponent(); PlayerInfoComponent = new PlayerInfoComponent(); WeaponSpriteComponent = new WeaponSpriteComponent(); StatsComponent = new StatsComponent(); EnemyAIComponent = new EnemyAIComponent(); CollectibleComponent = new CollectibleComponent(); CollisionComponent = new CollisionComponent(); TriggerComponent = new TriggerComponent(); EnemyComponent = new EnemyComponent(); QuestComponent = new QuestComponent(); LevelManager = new LevelManager(this); SpriteAnimationComponent = new SpriteAnimationComponent(); SkillProjectileComponent = new SkillProjectileComponent(); SkillAoEComponent = new SkillAoEComponent(); SkillDeployableComponent = new SkillDeployableComponent(); //TurretComponent = new TurretComponent(); //TrapComponent = new TrapComponent(); //PortableShopComponent = new PortableShopComponent(); //PortableShieldComponent = new PortableShieldComponent(); //MotivateComponent = new MotivateComponent(); //FallbackComponent = new FallbackComponent(); //ChargeComponent = new ChargeComponent(); //HealingStationComponent = new HealingStationComponent(); //ExplodingDroidComponent = new ExplodingDroidComponent(); base.Initialize(); }