Example #1
0
 void OnTriggerEnter2D(Collider2D collider)
 {
     if (!collider.CompareTag("Player"))
     {
         return;
     }
     Quest.QUEST_STATUS status = QuestManager.GetQuestStatus(questName);
     messageText.text = messages[(int)status];
 }
Example #2
0
 public static void SetQuestStatus(string questName, Quest.QUEST_STATUS newQuestStatus) //O modificar el estado de la misma de --> sin asignar a asignar o completada
 {
     foreach (Quest q in managerInstance.quest)
     {
         if (q.questName.Equals(questName))
         {
             q.status = newQuestStatus;
             return;
         }
     }
 }
Example #3
0
 public static void SetQuestStatus(string questName, Quest.QUEST_STATUS newQuestStatus)
 {
     foreach (Quest quest in managerInstance.quests)
     {
         if (quest.QUEST_NAME.Equals(questName))
         {
             quest.status = newQuestStatus;
             return;
         }
     }
 }
Example #4
0
 void OnTriggerExit2D(Collider2D collider)
 {
     Quest.QUEST_STATUS status = QuestManager.GetQuestStatus(questName);
     if (status == Quest.QUEST_STATUS.UNASSIGNED)
     {
         QuestManager.SetQuestStatus(questName, Quest.QUEST_STATUS.ASSIGNED);
     }
     if (status == Quest.QUEST_STATUS.COMPLETED)
     {
         Application.LoadLevel(5);              //win level
     }
 }
Example #5
0
    void OnTriggerExit2D(Collider2D collider)
    {
        Quest.QUEST_STATUS status = QuestManager.GetQuestStatus(questName);

        if (status == Quest.QUEST_STATUS.UNASSIGNED)
        {
            QuestManager.SetQuestStatus(questName, Quest.QUEST_STATUS.ASSIGNED);
        }

        if (status == Quest.QUEST_STATUS.COMPLETED)
        {
            Application.LoadLevel(5);             //Acordarme de poner de pantalla de victoria la de nivel 5!!!
        }
    }
Example #6
0
    //Collision con nuestro Quest
    void OnTriggerEnter2D(Collider2D other)
    {
        //Activa el objeto del panel canva

        //Llama al estado de la quest que se encuentra en la "questName"
        //Escribe el mensaje segun el estado que tenga en la "QuestManager"
        if (!other.CompareTag("Player"))
        {
            return;
        }
        NPC_talk.SetActive(NPC_talk);

        Quest.QUEST_STATUS status = QuestManager.GetQuestStatus(questName);
        messageText.text = message[(int)status];
    }
Example #7
0
    //Salida de nuestra Quest
    void OnTriggerExit2D(Collider2D other)
    {
        NPC_talk.SetActive(NPC_talk == false);
        Quest.QUEST_STATUS status = QuestManager.GetQuestStatus(questName);

        //Si el estado de nuestra ques es "UNASSIGNED"
        if (status == Quest.QUEST_STATUS.UNASSIGNED)
        {
            //Envia el estado a "ASSIGNED"
            QuestManager.SetQuestStatus(questName, Quest.QUEST_STATUS.ASSIGNED);
        }

        //Si el estado es "COMPLETED"
        if (status == Quest.QUEST_STATUS.COMPLETED)
        {
            //Realiza la acion sobre la quest "COMPLETED"
            doorLevel.SetActive(true);
        }
    }