/// <summary> /// Your GUI should call this when the player confirms abandonment of a quest. /// </summary> private void OnConfirmAbandonQuest() { QuestLog.SetQuestState(SelectedQuest, abandonQuestState); ShowQuests(currentQuestStateMask); DialogueManager.Instance.BroadcastMessage("OnQuestTrackingDisabled", SelectedQuest, SendMessageOptions.DontRequireReceiver); string sequence = QuestLog.GetQuestAbandonSequence(SelectedQuest); if (!string.IsNullOrEmpty(sequence)) { DialogueManager.PlaySequence(sequence); } }
/// <summary> /// Your GUI should call this when the player confirms abandonment of a quest. /// </summary> protected virtual void OnConfirmAbandonQuest() { QuestLog.SetQuestState(selectedQuest, abandonQuestState); selectedQuest = string.Empty; ShowQuests(currentQuestStateMask); DialogueManager.instance.BroadcastMessage(DialogueSystemMessages.OnQuestTrackingDisabled, selectedQuest, SendMessageOptions.DontRequireReceiver); string sequence = QuestLog.GetQuestAbandonSequence(selectedQuest); if (!string.IsNullOrEmpty(sequence)) { DialogueManager.PlaySequence(sequence); } }