void OnTriggerEnter2D(Collider2D collider) { if (!collider.CompareTag("Player")) { return; } Quest.QUEST_STATUS status = QuestManager.GetQuestStatus(questName); messageText.text = messages[(int)status]; }
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; } } }
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; } } }
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 } }
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!!! } }
//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]; }
//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); } }