Ejemplo n.º 1
0
 private void NPCPathFinding()
 {
     if (player.acceptedQuest.isActive &&
         player.acceptedQuest.questType == Quest.Type.Exploring &&
         gameSystem.location == player.acceptedQuest.questLocation.ToString())
     {
         UnityEngine.Debug.Log("Follow the NPC to the Destination!");
         if (!isPathFinding)
         {
             PathFinding();
             gameSystem.Alert("Going to destination...");
         }
     }
     else
     {
         gameSystem.Alert("You are on the wrong map!");
     }
     if (player.acceptedQuest.isActive &&
         player.acceptedQuest.questType == Quest.Type.Exploring &&
         gameSystem.location == player.acceptedQuest.questLocation.ToString())
     {
         if (Vector3.Distance(transform.position, goal.transform.position) < 3.0f)
         {
             player.acceptedQuest.Progress();
             isPathFinding = false;
             agent.enabled = false;
         }
     }
 }
Ejemplo n.º 2
0
 // Update is called once per frame
 void Update()
 {
     if (isDead == false)
     {
         if (player.HP <= 0)
         {
             player.DeadAnimation();
             isDead = true;
             gameSystem.PauseCharacter();
             StartCoroutine(WaitandRestart());
         }
         else
         {
             //camera
             AdaptiveRotation();
             Zoom();
             //character
             Rotation();
             Movement();
             MovementAnimation();
             Attack();
             Healing();
             if (Input.GetKeyDown(KeyCode.F1))
             {
                 if (player.acceptedQuest.isActive &&
                     player.acceptedQuest.questType == Quest.Type.Exploring &&
                     gameSystem.location == player.acceptedQuest.questLocation.ToString())
                 {
                     UnityEngine.Debug.Log("Path Finding");
                     if (!player.isPathFinding)
                     {
                         PathFinding();
                         gameSystem.Alert("Going to destination...");
                     }
                 }
                 else
                 {
                     gameSystem.Alert("No Destination Available!");
                 }
             }
             if (player.acceptedQuest.isActive &&
                 player.acceptedQuest.questType == Quest.Type.Exploring &&
                 gameSystem.location == player.acceptedQuest.questLocation.ToString())
             {
                 if (Vector3.Distance(transform.position, goal.transform.position) < 3.0f)
                 {
                     player.acceptedQuest.Progress();
                     player.isPathFinding = false;
                     agent.enabled        = false;
                 }
             }
         }
     }
 }
Ejemplo n.º 3
0
 public void AcceptQuest()
 {
     questHUD.SetActive(false);
     if (!player.acceptedQuest.isActive)
     {
         quest.isActive       = true;
         player.acceptedQuest = quest;
         availableQuests.Remove(quest);
         if (player.acceptedQuest.questType == Quest.Type.Exploring)
         {
             gameSystem.Alert("Quest has been accepted! Go to " + player.acceptedQuest.questLocation + " and press F1 to navigate!");
         }
         else
         {
             gameSystem.Alert(quest.questTitle + " has been accepted Go to " + player.acceptedQuest.questLocation + "to do it!");
         }
     }
     else
     {
         gameSystem.Alert("Please finish your current quest!");
     }
     gameSystem.Save();
 }
Ejemplo n.º 4
0
    public void CheckProgress()
    {
        if (player.acceptedQuest.isActive && player.acceptedQuest.questLocation.ToString() == gameSystem.location)
        {
            player.acceptedQuest.Progress();
            gameSystem.Alert(player.acceptedQuest.questTitle + ": " + player.acceptedQuest.current + "/" + player.acceptedQuest.goal + "!");
        }

        if (player.acceptedActivity.isActive && player.acceptedActivity.activityLocation.ToString() == gameSystem.location)
        {
            player.acceptedActivity.Progress();
            gameSystem.Alert(player.acceptedActivity.activityTitle + ": " + player.acceptedActivity.current + "/" + player.acceptedActivity.goal + "!");
        }
    }