Beispiel #1
0
 void buttonPush(int setOrUpdate)
 {
     if (buttonsLeftToPush == 0)
     {
         buttonsLeftToPush = setOrUpdate;
         return;
     }
     buttonsLeftToPush--;
     if (buttonsLeftToPush == 0)
     {
         state = stateOfQuestManager.COMPLETED;
     }
     //updateUI();
 }
Beispiel #2
0
 void killAllQuest(int setOrUpdate)
 {
     if (setOrUpdate != 0)
     {
         amountOfEnemiesLeftToKill = setOrUpdate;
         return;
     }
     amountOfEnemiesLeftToKill--;
     if (amountOfEnemiesLeftToKill == 0)
     {
         state = stateOfQuestManager.COMPLETED;
     }
     //updateUI();
 }
Beispiel #3
0
 public void forceQuestUpdate() //This should never be used unless the game is being loaded
 {
     if (listOfQuests.Peek().winCondition == 3)
     {
         listOfQuests.Dequeue();
         nextLevel();
     }
     else
     {
         listOfQuests.Dequeue();
         state = checkIfWon() ? stateOfQuestManager.WIN : stateOfQuestManager.START;
         amountOfQuestsCompleted++;
         amountOfEnemiesLeftToKill = 0;
         destination       = new Vector3(0, 00, 0);
         buttonsLeftToPush = 0;
     }
 }
Beispiel #4
0
    // Update is called once per frame
    void Update()
    {
        switch (state)
        {
        case stateOfQuestManager.START:
            setQuest(listOfQuests.Peek().winCondition);
            updateUI();
            state = stateOfQuestManager.INPROGRESS;
            break;

        case stateOfQuestManager.INPROGRESS:
            ;    // :(
            break;

        case stateOfQuestManager.COMPLETED:
            questComplete();
            break;

        case stateOfQuestManager.WIN:
            toEndScene.singleton.callNext();
            break;
        }
    }
Beispiel #5
0
    //Quest manager needs to have the quests
    //Needs to show current quest
    //Needs to be able to go to the next quest

    //Data needed
    //The Quest
    //Description of it


    //Quests will be loaded from a file later on



    // Start is called before the first frame update
    void Start()
    {
        state = stateOfQuestManager.START;
        switch (level)
        {
        case 0:

            listOfQuests = new Queue <questStructure>();
            string hello  = "Kill the enemy";
            string hello2 = "Use left mouse button to\nattack the enemy\nmove around with WASD";
            listOfQuests.Enqueue(new questStructure(hello, hello2, 0, 1));
            hello  = "Go to destination";
            hello2 = "Move to the left";
            listOfQuests.Enqueue(new questStructure(hello, hello2, 1, 1));
            hello  = "Kill the enemies";
            hello2 = "You can use rightMouse to use a\ncharged attack";
            listOfQuests.Enqueue(new questStructure(hello, hello2, 0, 2));
            hello  = "Go to destination";
            hello2 = "Move to the right";
            listOfQuests.Enqueue(new questStructure(hello, hello2, 1, 1));
            hello  = "Push the two buttons";
            hello2 = "Use Q to push the two buttons at the top";
            listOfQuests.Enqueue(new questStructure(hello, hello2, 2, 2, 2));
            listOfQuests.Enqueue(new questStructure(hello, hello2, 3, 0));
            break;

        case 1:

            listOfQuests = new Queue <questStructure>();
            string hello3 = "Activate three generators\nSearch the level";
            string hello4 = "Press Q to activate\nwhen near";
            listOfQuests.Enqueue(new questStructure(hello3, hello4, 2, 0, 3));


            break;
        }
    }
Beispiel #6
0
 void questComplete()
 {
     listOfQuests.Dequeue();
     state = checkIfWon() ? stateOfQuestManager.WIN : stateOfQuestManager.START;
     amountOfQuestsCompleted++;
 }