Example #1
0
    public void ChangeNPCProgressType(NPCProgressType type)
    {
        // Debug.Log(npcName + " NPC 진행도 변함 : " + type);

        switch (type)
        {
        case NPCProgressType.BEFORE:
            if (HaveQuest())
            {
                Text_OnHead.text = "?";
                Text_OnHead.gameObject.SetActive(true);
            }
            else
            {
                Text_OnHead.gameObject.SetActive(false);
            }
            break;

        case NPCProgressType.PROGRESS:
            Text_OnHead.text = "...";
            Text_OnHead.gameObject.SetActive(true);
            break;

        case NPCProgressType.SUCCESS:
            Text_OnHead.text = "!";
            Text_OnHead.gameObject.SetActive(true);
            break;

        case NPCProgressType.COMPLETE:
            questArrIndex++;
            this.nPCProgressType = NPCProgressType.BEFORE;
            break;
        }
    }
Example #2
0
    public void ChangeNPCProgressType(NPCProgressType type)
    {
        switch (type)
        {
        case NPCProgressType.BEFORE:
            if (HaveQuest())
            {
                questEffect.Play();
            }
            else
            {
                questEffect.Stop();
            }
            break;

        case NPCProgressType.PROGRESS:
            questEffect.Stop();
            break;

        case NPCProgressType.SUCCESS:
            questEffect.Play();
            break;

        case NPCProgressType.COMPLETE:
            questArrIndex++;
            this.nPCProgressType = NPCProgressType.BEFORE;
            break;
        }
    }
Example #3
0
    public void ChangeQuestProgressType(Quest.QuestProgressType questProgressType)
    {
        switch (questProgressType)
        {
        case Quest.QuestProgressType.BEFORE:
            nPCProgressType = NPCProgressType.BEFORE;
            break;

        case Quest.QuestProgressType.PROGRESS:
            nPCProgressType = NPCProgressType.PROGRESS;
            break;

        case Quest.QuestProgressType.SUCCESS:
            nPCProgressType = NPCProgressType.SUCCESS;
            break;

        case Quest.QuestProgressType.COMPLETE:
            nPCProgressType = NPCProgressType.COMPLETE;
            break;
        }
    }
Example #4
0
    public void ChangeQuestProgressType(Quest.QuestProgressType questProgressType)
    {
        // Debug.Log("퀘스트 진행도 변함 : " + questProgressType);

        switch (questProgressType)
        {
        case Quest.QuestProgressType.BEFORE:
            nPCProgressType = NPCProgressType.BEFORE;
            break;

        case Quest.QuestProgressType.PROGRESS:
            nPCProgressType = NPCProgressType.PROGRESS;
            break;

        case Quest.QuestProgressType.SUCCESS:
            nPCProgressType = NPCProgressType.SUCCESS;
            break;

        case Quest.QuestProgressType.COMPLETE:
            nPCProgressType = NPCProgressType.COMPLETE;
            break;
        }
    }