public void ActiveEventTriggerLinkToCurrentQuest() { MapTriggerInfo mapTriggerInfo = this.GetMapTriggerInfo(this.m_CurrentMapIdx); if (mapTriggerInfo == null) { return; } EventTrigger_Game[] trigger_Game = mapTriggerInfo.GetTrigger_Game(); if (trigger_Game == null && trigger_Game.Length <= 0) { return; } USER_CURRENT_QUEST_INFO[] userCurrentQuestInfo = NrTSingleton <NkQuestManager> .Instance.GetUserCurrentQuestInfo(); if (userCurrentQuestInfo != null) { USER_CURRENT_QUEST_INFO[] array = userCurrentQuestInfo; for (int i = 0; i < array.Length; i++) { USER_CURRENT_QUEST_INFO uSER_CURRENT_QUEST_INFO = array[i]; EventTrigger_Game[] array2 = trigger_Game; for (int j = 0; j < array2.Length; j++) { EventTrigger_Game eventTrigger_Game = array2[j]; if (eventTrigger_Game.IsQuestCondition(uSER_CURRENT_QUEST_INFO.strQuestUnique)) { eventTrigger_Game.Enable(true); } } } } }
public void AttachTriggerObject(GameObject[] gos, bool bEnable) { for (int i = 0; i < gos.Length; i++) { GameObject gameObject = gos[i]; EventTriggerItem[] components = gameObject.GetComponents <EventTriggerItem>(); EventTriggerItem[] array = components; for (int j = 0; j < array.Length; j++) { EventTriggerItem eventTriggerItem = array[j]; TsSceneSwitcher.Instance.Collect(TsSceneSwitcher.ESceneType.WorldScene, eventTriggerItem.gameObject); } gameObject.transform.parent = this.m_goMap.transform; gameObject.SetActive(false); EventTrigger_Game component = gameObject.GetComponent <EventTrigger_Game>(); if (component != null) { EventTriggerInfo eventTriggerInfo = NrTSingleton <NrEventTriggerInfoManager> .Instance.GetEventTriggerInfo(gameObject.name); if (eventTriggerInfo != null) { eventTriggerInfo.EventTrigger = component; component.EventTriggerUnique = eventTriggerInfo.Unique; } component.Enable(bEnable); } } }
private void CheckActiveTrigger(int MapIdx) { MapTriggerInfo mapTriggerInfo = this.GetMapTriggerInfo(MapIdx); if (mapTriggerInfo == null) { return; } EventTrigger_Game[] trigger_Game = mapTriggerInfo.GetTrigger_Game(); if (trigger_Game != null) { EventTrigger_Game[] array = trigger_Game; for (int i = 0; i < array.Length; i++) { EventTrigger_Game eventTrigger_Game = array[i]; if (eventTrigger_Game.EventConditionList.Count <= 0 && eventTrigger_Game.StateConditionList.Count <= 0) { eventTrigger_Game.Enable(false); } } } }