// Use this for initialization void Start() { QuestGenerator qg = QuestGenerator.Instance(); Quest example; int questType = Random.Range(0, 3); // Example quest type if (questType == 0) { // Generate a knowledge quest example = qg.GetQuest("knowledge", 8); } else if (questType == 1) { // Generate a comfort quest example = qg.GetQuest("comfort", 8); } else { // Generate a justice quest example = qg.GetQuest("justice", 8); } // Render the quest nodes to the UI QuestRender qr = GetComponent <QuestRender> (); qr.DisplayQuest(example); // Read the quest and display the step QuestReader qReader = GetComponent <QuestReader> (); qReader.ReadQuest(example); }
public void Initialize(ItemData item) { QuestGenerator qg = QuestGenerator.Instance(); List <List <string> > patterns = new List <List <string> > (); patterns.Add(new List <string> { }); patterns.Add(new List <string> { "kill", "loot" }); foreach (string act in patterns[Random.Range(0, patterns.Count)]) { if (act == "goto") { subActions.Add(new Goto(qg.GetLocation())); } else if (act == "loot") { subActions.Add(new Loot(item)); } else if (act == "kill") { subActions.Add(new Kill(qg.GetEnemy(item))); } } }
public void Initialize(ItemData item, EnemyData enemy) { QuestGenerator qg = QuestGenerator.Instance(); List <List <string> > patterns = new List <List <string> > (); patterns.Add(new List <string> { "goto" }); patterns.Add(new List <string> { }); foreach (string act in patterns[Random.Range(0, patterns.Count)]) { if (act == "goto") { subActions.Add(new Goto(enemy.location)); } } }
public void Initialize(EnemyData enemy) { QuestGenerator qg = QuestGenerator.Instance(); List <List <string> > patterns = new List <List <string> > (); patterns.Add(new List <string> { "listen" }); patterns.Add(new List <string> { }); foreach (string act in patterns[Random.Range(0, patterns.Count)]) { if (act == "listen") { subActions.Add(new Listen(enemy)); } } }
public void Initialize(LocationData about) { QuestGenerator qg = QuestGenerator.Instance(); List <List <string> > patterns = new List <List <string> > (); patterns.Add(new List <string> { "kill", "loot", "use" }); patterns.Add(new List <string> { "get", "use" }); patterns.Add(new List <string> { "listen" }); List <string> pattern = patterns [Random.Range(0, patterns.Count)]; this.subActions = qg.assignActions(pattern); }