void UpdateQuests() { //if the quest actions on Task[currentTaskIndex] is completed, if (Task[currentTaskIndex].completed) { generator.CompletedQuest(currentTaskIndex); currentTaskIndex++; //move the hint on to the next task to be completed //some partical effect im sure. generator.PlayPartical(new Color(.19f, .78f, .9f, 1)); //play sound generator.PlayQuestCompletion(); } if (currentTaskIndex == Task.Count) { //all quest are finished, yay, do something here. like end the game maybe.. or not, who cares. finished = true; generator.PlayPartical(new Color(.83f, .21f, .34f, 1)); //play sound generator.PlayQuestCompletion(); } if (Task[currentTaskIndex].Subquest == SubQuestType.Q_type.Goto) { Task[currentTaskIndex].Trigger.SetActive(true); } if (Task[currentTaskIndex].Subquest == SubQuestType.Q_type.Get || Task[currentTaskIndex].Subquest == SubQuestType.Q_type.Talk) { generator.AddIcon(Task[currentTaskIndex].Trigger); } }
IEnumerator StartEndProccess() { for (int i = 0; i < 5; i++) { QG.PlayPartical(new Color(.83f, .21f, .34f, 1)); yield return(new WaitForSeconds(1f)); } fade.CrossFadeAlpha(1, 2f, false); for (int i = 0; i < 2; i++) { QG.PlayPartical(new Color(.83f, .21f, .34f, 1)); yield return(new WaitForSeconds(1f)); } //GameObject Survay = new GameObject(); //RunSurvay r = Survay.AddComponent<RunSurvay>(); //r.SetChoise(GameManager.instance.order); //kill the player off? SceneManager.LoadScene(0); }