void quest3() { QuestProgress questProgress = FindObjectOfType <DataManager>().questProgress; PlayerHandler playerHandler = FindObjectOfType <PlayerHandler>(); Inventory inventory = playerHandler.GetInventory(); if (questProgress.tutorial_subQuestProgress == 0) { QueueDialogue(quest1_start); questProgress.tutorial_subQuestProgress++; return; } if (questProgress.tutorial_subQuestProgress == 1) { if (slimesNeeded > inventory.CheckForItem(new Item("slime"))) { QueueDialogue(quest1_incomplete); return; } } QueueDialogue(quest1_complete); // Give power core inventory.addItem(new Item("spaceshipPowerCore")); questProgress.tutorial_questProgress++; questProgress.tutorial_subQuestProgress = 0; return; }
void Disconnect() { r_Resources?.Dispose(); r_Experience?.Dispose(); r_Expedition?.Dispose(); r_Construction?.Dispose(); r_Development?.Dispose(); r_Sortie?.Dispose(); r_Battle?.Dispose(); r_Fate?.Dispose(); r_RankingPoints?.Dispose(); r_SortieConsumption?.Dispose(); r_BattleDetail?.Dispose(); QuestProgress?.Dispose(); if (r_Connection != null) { r_Connection.Update -= OnDatabaseUpdate; r_Connection.Dispose(); } foreach (var rCustomGroup in r_CustomRecordsGroups.Values) { rCustomGroup.Dispose(); } IsConnected = false; }
void quest2() { QuestProgress questProgress = FindObjectOfType <DataManager>().questProgress; PlayerHandler playerHandler = FindObjectOfType <PlayerHandler>(); Inventory inventory = playerHandler.GetInventory(); if (questProgress.tutorial_subQuestProgress == 0) { QueueDialogue(quest2_start); questProgress.tutorial_subQuestProgress++; return; } if (questProgress.tutorial_subQuestProgress == 1) { if (armsNeeded > inventory.CheckForItem(new Item("hoboRoboArm"))) { QueueDialogue(quest2_incomplete); return; } } QueueDialogue(quest2_complete); // Give panel inventory.addItem(new Item("spaceshipControlPanel")); questProgress.tutorial_questProgress++; questProgress.tutorial_subQuestProgress = 0; return; }
void Awake() { database = QuestDatabase.Instance(questJSON); qlogmodel = GetComponent <QuestLogModel>(); qlogview = GetComponent <QuestLogView>(); qprogress = GameObject.Find("Data").GetComponentInChildren <QuestProgress>(); }
public override bool Interact() { QuestProgress questProgress = FindObjectOfType <DataManager>().questProgress; switch (questProgress.tutorial_questProgress) { case 1: quest1(); return(true); case 2: quest2(); return(true); case 3: quest3(); return(true); case 4: quest4(); return(true); case 5: quest5(); return(true); default: return(false); } }
void quest1() { QuestProgress questProgress = FindObjectOfType <DataManager>().questProgress; PlayerHandler playerHandler = FindObjectOfType <PlayerHandler>(); Inventory inventory = playerHandler.GetInventory(); if (questProgress.tutorial_subQuestProgress == 0) { QueueDialogue(quest1_start); questProgress.tutorial_subQuestProgress++; return; } if (questProgress.tutorial_subQuestProgress == 1) { if (ironNeeded > inventory.CheckForItem(new Item("ore.iron"))) { QueueDialogue(quest1_incomplete); return; } } QueueDialogue(quest1_complete); questProgress.tutorial_questProgress++; questProgress.tutorial_subQuestProgress = 0; return; }
void quest4() { QuestProgress questProgress = FindObjectOfType <DataManager>().questProgress; QueueDialogue(quest3_complete); questProgress.tutorial_questProgress++; }
public bool goToHouse; // prolog5_0에서 집에 들어갈지 말지 정하는 변수 private void Awake() { if (instance == null) { instance = this; } }
public override void Decode(BinaryReader reader) { InJoyDebugBase.DebugCommandResponse(this, ref reader); errorCode = reader.ReadInt16(); if (errorCode == 0) { qpList = new List <QuestProgress>(); int count = reader.ReadByte(); for (int i = 0; i < count; i++) { QuestProgress qp = new QuestProgress(); qp.quest_id = reader.ReadInt32(); qp.target_progress_list = new List <QuestTargetProgress>(); QuestTargetProgress qtp = new QuestTargetProgress(); qtp.actual_amount = reader.ReadInt32(); qp.target_progress_list.Add(qtp); qtp = new QuestTargetProgress(); qtp.actual_amount = reader.ReadInt32(); qp.target_progress_list.Add(qtp); qpList.Add(qp); } } }
public UserQuestViewModel(User user) { if (user != null) { UserId = user.Id; QuestProgress = (QuestProgress)user.QuestProgress; } }
public void ChangeState(QuestProgress newProgress) { progress = newProgress; if (StateChanged != null) { StateChanged(); } }
public void SaveState() { QuestProgress.Update(); Debug.Log("Saving state at: " + secondsElapsed); PlayerPrefs.SetFloat("sec", secondsElapsed); PlayerPrefs.SetFloat("min", minuetsElapsed); PlayerPrefs.SetFloat("hr", hoursElapsed); }
/// <summary> /// mark a new active quest upon taking it, generating a new instance of questProgress /// </summary> /// <param name="index"></param> public void setActiveQuest(int index, string[,] questScript, List <QuestEvent> questEvents) { activeQuestIndex = index; currQuestProgress = new QuestProgress(); //TODO might need to specialize based on quest Debug.Log("new QuestProgress created"); currQuestScript = questScript; currQuestEvents = questEvents; }
// Use this for initialization void Start() { itemDb = GameObject.FindGameObjectWithTag("GameManager").GetComponent <ItemDatabase> (); questProg = GameObject.FindGameObjectWithTag("QuestManager").GetComponent <QuestProgress>(); dropManager = GameObject.FindGameObjectWithTag("DropManager"); dropedItemParent = dropManager.GetComponent <DropItemList> ().dropedItemParent; dropedItemPrefab = dropManager.GetComponent <DropItemList> ().dropedItemPrefab; lootboxPanel = dropManager.GetComponent <DropItemList> ().LootBoxFrame; dropManager.GetComponent <DropItemList> ().skeletonId = transform.parent.GetComponent <EnemyStats> ().id; //LootPanel.SetActive (false); }
public void AddProgress(int step, QuestProgress progress) { if (progresses.Count < step) { progresses.Resize <List <QuestProgress> >(step); progresses[step - 1] = new List <QuestProgress>(); } List <QuestProgress> progressesInStep = progresses[step - 1]; progressesInStep.Add(progress); }
private void AddNewQuest(QuestType type, QuestProgress progress) { if (progress == QuestProgress.Started || progress == QuestProgress.Failed) { questList.Add(new QuestState(type, progress)); } else { Debug.Log(String.Format( "Try to ADD quest '{0}' with progress '{1}'", type, progress)); } }
private void UpdateQuest(QuestState questPair, QuestProgress progress) { if (questPair.questProgress <= progress) { questPair.questProgress = progress; } else { Debug.Log(String.Format( "Tried to UPDATE quest '{0}' ({1}) by progress '{2}'", questPair.questType, questPair.questProgress, progress)); } }
private void SetQuestProgress(QuestType type, QuestProgress progress) { QuestState questPair = questList.Find(pair => pair.questType == type); if (questPair == null) { AddNewQuest(type, progress); } else { UpdateQuest(questPair, progress); } }
public static bool ToQuestProgressDTO(QuestProgress input, QuestProgressDTO output) { if (input == null) { return(false); } output.CharacterId = input.CharacterId; output.IsFinished = input.IsFinished; output.QuestData = input.QuestData; output.QuestId = input.QuestId; output.QuestProgressId = input.QuestProgressId; return(true); }
private void questProgressbmdToolStripMenuItem1_Click(object sender, EventArgs e) { string fpath = OpenDialog(); if (string.IsNullOrEmpty(fpath)) { return; } QuestProgress Decoder = new QuestProgress(fpath, BmdFile.FileType.QuestProgress); ClientEditor editor = new ClientEditor(Decoder, false); editor.Show(); }
private static QuestProgressDTO Insert(QuestProgressDTO quest, OpenNosContext context) { QuestProgress entity = new QuestProgress(); Mapper.Mappers.QuestProgressMapper.ToQuestProgress(quest, entity); context.QuestProgress.Add(entity); context.SaveChanges(); if (Mapper.Mappers.QuestProgressMapper.ToQuestProgressDTO(entity, quest)) { return(quest); } return(null); }
//private GameObject player; /// <summary> /// Arxikopoioume tis metavlites mas gia ton exthro /// </summary> void Start() { achievManager = GameObject.FindGameObjectWithTag("AchievmentManager").GetComponent <AchievmentGenerator> (); questProg = GameObject.FindGameObjectWithTag("QuestManager").GetComponent <QuestProgress> (); playerCalc = GameObject.FindGameObjectWithTag("PlayerChar").GetComponent <PlayerCalculations> (); playerWorldInteractions = GameObject.FindGameObjectWithTag("Player").GetComponent <WorldInteractions> (); plManager = playerCalc.GetComponent <PlayerManager> (); stamina = CalculateStamina(level); strength = CalcualteStrength(level); maxHealth = CalculateMaxHealth(stamina); currentHealth = maxHealth; attackDmg = CalculateAttackDmg(strength); isNotDead = true; transform.GetChild(2).gameObject.SetActive(false); }
private static QuestProgressDTO Update(QuestProgress entity, QuestProgressDTO quest, OpenNosContext context) { if (entity != null) { Mapper.Mappers.QuestProgressMapper.ToQuestProgress(quest, entity); context.SaveChanges(); } if (Mapper.Mappers.QuestProgressMapper.ToQuestProgressDTO(entity, quest)) { return(quest); } return(null); }
void SetQuestHelper(Quest quest) { Debug.Log("Received a new Quest:" + quest.questName); SendMessage("OnStartedQuest", quest.questName); var questProgress = new QuestProgress(quest, null); questProgress.quest = quest; progressForQuests.Add(quest.questName, questProgress); quest.endOfSceneNotification += OnCompletedQuest; quest.sceneAbortedNotification += OnFailedQuest; IAvatar avatar = GetComponentInChildren <CharacterAvatar>(); quest.activeLineNotification += OnSetupNextLine; quest.PlayScene(avatar.playerNotifications); }
/// <inheritdoc/> public void ShowQuestProgress(QuestDefinition quest, bool wasProgressionRequested) { using var writer = this.player.Connection.StartSafeWrite(QuestProgress.HeaderType, QuestProgress.Length); _ = new QuestProgress(writer.Span) { QuestGroup = (ushort)quest.Group, }; var questState = this.player.SelectedCharacter.QuestStates.FirstOrDefault(q => q.Group == quest.Group); // to write the quest state into the message, we can use the same logic as for the QuestState. The messages are equal in their content. QuestState progress = writer.Span; progress.AssignActiveQuestData(questState, this.player); writer.Commit(); }
public void LoadData() { questTitle = data.questTitle; id = data.id; questDescription = data.questDescription; questHint = data.questHint; questCongrats = data.questCongrats; questSummary = data.questSummary; nextQuests = data.nextQuests; questObjective = data.questObjective; questObjectiveRequirement = data.questObjectiveRequirement; expReward = data.expReward; goldReward = data.goldReward; itemReward = data.itemReward; progress = data.initialQuestState; }
private void AddQuestItem(QuestProgress qp, UIQuest uiQuest) { GameObject go = GameObject.Instantiate(questItemPrefab) as GameObject; go.transform.parent = gridGO.transform; go.transform.localPosition = Vector3.zero; go.transform.localScale = Vector3.one; UIQuestItem item = go.GetComponent <UIQuestItem>(); item.Init(qp, uiQuest); _itemList.Add(item); }
// Use this for initialization void Start() { ShipStats shipstats = GameObject.Find("Data").GetComponentInChildren <ShipStats>(); BaseStats basestats = GameObject.Find("Data").GetComponentInChildren <BaseStats>(); OtherStats otherstats = GameObject.Find("Data").GetComponentInChildren <OtherStats>(); QuestProgress questprogress = GameObject.Find("Data").GetComponentInChildren <QuestProgress>(); int upgradeshipcount = shipstats.healthStat + shipstats.armorStat + shipstats.damageStat + shipstats.fireRateStat + shipstats.topSpeed + shipstats.handlingStat; UpgradeRecapShip.text = "Ship upgrades : " + upgradeshipcount.ToString(); int upgradebasecount = basestats.chargeStat + basestats.fireDroneStat + basestats.numberDronesStat + basestats.printerStat + basestats.scanRangeStat + basestats.shieldStat; UpgradeRecapBase.text = "Base upgrades : " + upgradebasecount.ToString(); QuestCompletedRecap.text = "Numer of completed quests : " + questprogress.CompletedQuests.Count.ToString(); AsteroidsDestroyedRecap.text = "Asteroids mined : " + otherstats.DestroyedAsteroids.ToString(); EnemiesDestroyedRecap.text = "Enemies destroyed : " + otherstats.DestroyedEnemies.ToString(); ItemsCraftedRecap.text = "Items crafted : " + otherstats.CraftedItems.ToString(); }
public static QuestProgress Get(Guid playerID, string questID) { var key = BuildKey(playerID, questID); if (!DB.Exists(key)) { var entity = new QuestProgress { QuestID = questID }; Set(playerID, entity); return(entity); } return(DB.Get <QuestProgress>(key)); }
public void InsertOrUpdateFromList(List <QuestProgressDTO> questProgressList) { try { using (OpenNosContext context = DataAccessHelper.CreateContext()) { void Insert(QuestProgressDTO quest) { QuestProgress entity = new QuestProgress(); Mapper.Mappers.QuestProgressMapper.ToQuestProgress(quest, entity); context.QuestProgress.Add(entity); } void Update(QuestProgress entity, QuestProgressDTO quest) { if (entity != null) { Mapper.Mappers.QuestProgressMapper.ToQuestProgress(quest, entity); context.SaveChanges(); } } foreach (QuestProgressDTO item in questProgressList) { QuestProgress entity = context.QuestProgress.FirstOrDefault(s => s.QuestProgressId == item.QuestProgressId); if (entity == null) { Insert(item); } else { Update(entity, item); } } context.SaveChanges(); } } catch (Exception e) { Logger.Error(e); } }
internal void ResetByProgress(QuestState rpState, QuestProgress rpProgress) { if (ID == 214) return; var rLimit = (int)Math.Ceiling(Total * 0.5); if (rpProgress == QuestProgress.Progress50 && Current < rLimit) CurrentInternal = rLimit; rLimit = (int)Math.Ceiling(Total * 0.8); if (rpProgress == QuestProgress.Progress80 && Current < rLimit) CurrentInternal = rLimit; rLimit = Total; if (rpState == QuestState.Completed && Current < rLimit) CurrentInternal = rLimit; State = rpState; }
void StartQuest(Quest quest) { if (quest == null) return; m_hudService.HUDControl.EnableRanking (false); currentQuest = quest; currentQuest.completedAmount = 0; // LoadQuest (ref currentQuest); if (questProgress == null){ GameObject obj = GameObject.Instantiate(Resources.Load("Prefabs/Event/QuestProgress")) as GameObject; m_hudService.HUDControl.AttachTop(ref obj); //obj.transform.localPosition = new Vector3(0, -280f, 0); obj.transform.localScale = new Vector3(0.35f, 0.35f, 1); questProgress = obj.GetComponent<QuestProgress>(); questProgress.Initialize(currentQuest.questName, ""); } questProgress.gameObject.SetActive (true); questProgress.SetProgress (0); for (int i = 0; i < currentQuest.actionList.Count; ++i) { QuestAction currentAction = currentQuest.actionList [i]; GameObject actionObj = NGUITools.AddChild (actionGroup, Resources.Load ("Prefabs/Event/ActionEvent") as GameObject); Vector3 pos = new Vector3 (currentAction.loc.x, currentAction.loc.y, -7); actionObj.transform.localPosition = pos; actionObj.transform.localScale = new Vector3(0.75f, 0.75f, 1); ActionEvent actionEvent = actionObj.GetComponent<ActionEvent> (); actionEvent.Initialize (i, currentAction.staminaCost, gameObject, currentAction.desc); actionList.Add(actionEvent); } if (currentQuest.startChain) PlayerProfile.Get ().currentEventSet = currentQuest.chain; EnableMapScroll (true); }