private void AddCurrentQuestTile(Achievement achieveQuest, int slot)
    {
        GameObject go = (GameObject)GameUtils.Instantiate(this.m_questTilePrefab, this.m_questBones[slot].gameObject, true);

        SceneUtils.SetLayer(go, this.m_questBones[slot].gameObject.layer);
        go.transform.localScale = Vector3.one;
        QuestTile component = go.GetComponent <QuestTile>();

        component.SetupTile(achieveQuest);
        component.SetCanShowCancelButton(true);
        this.m_currentQuests.Add(component);
    }
Beispiel #2
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    private void ShowActiveQuests()
    {
        List <Achievement> activeQuests = AchieveManager.Get().GetActiveQuests(false);

        if (activeQuests.Count < 1)
        {
            this.m_allCompletedCaption.gameObject.SetActive(true);
        }
        else
        {
            this.m_headlineBanner.gameObject.SetActive(true);
            if (this.m_showRequestData.m_fromLogin)
            {
                this.m_headlineBanner.SetText(GameStrings.Get("GLUE_QUEST_NOTIFICATION_HEADER"));
            }
            else
            {
                this.m_headlineBanner.SetText(GameStrings.Get("GLUE_QUEST_NOTIFICATION_HEADER_NEW_ONLY"));
            }
            if (AchieveManager.Get().HasUnlockedFeature(Achievement.UnlockableFeature.DAILY_QUESTS))
            {
                this.m_questCaption.Text = GameStrings.Get("GLUE_QUEST_NOTIFICATION_CAPTION");
            }
            else
            {
                this.m_questCaption.Text = string.Empty;
            }
            this.m_currentQuests = new List <QuestTile>();
            float x    = 0.4808684f;
            float num2 = this.m_placementCollider.transform.position.x - this.m_placementCollider.GetComponent <Collider>().bounds.extents.x;
            float num3 = this.m_placementCollider.bounds.size.x / ((float)activeQuests.Count);
            float num4 = num3 / 2f;
            bool  flag = false;
            for (int i = 0; i < activeQuests.Count; i++)
            {
                Achievement quest = activeQuests[i];
                bool        flag2 = quest.IsNewlyActive();
                float       y     = 180f;
                if (flag2)
                {
                    y = 0f;
                    this.DoInnkeeperLine(quest);
                }
                GameObject go = UnityEngine.Object.Instantiate <GameObject>(this.m_questTilePrefab.gameObject);
                SceneUtils.SetLayer(go, GameLayer.UI);
                go.transform.position         = new Vector3(num2 + num4, this.m_placementCollider.transform.position.y, this.m_placementCollider.transform.position.z);
                go.transform.parent           = base.transform;
                go.transform.localEulerAngles = new Vector3(90f, y, 0f);
                go.transform.localScale       = new Vector3(x, x, x);
                QuestTile component = go.GetComponent <QuestTile>();
                component.SetupTile(quest);
                this.m_currentQuests.Add(component);
                num4 += num3;
                if (flag2)
                {
                    flag = true;
                    this.FlipQuest(component);
                }
            }
            if (flag)
            {
                SoundManager.Get().LoadAndPlay("new_quest_pop_up");
            }
            else
            {
                SoundManager.Get().LoadAndPlay("existing_quest_pop_up");
            }
        }
    }