Example #1
0
        private void QuestUpdate(QuestTaskTypes eventType, int targetId, int amount = 1)
        {
            foreach (var quest in GetByTaskType(eventType))
            {
                foreach (var task in quest.Tasks)
                {
                    if (task.Type != eventType || task.TargetId != targetId)
                    {
                        continue;
                    }
                    if (!task.IsCompleted)
                    {
                        task.AddAmount(amount);
                    }
                    if (task.IsCompleted)
                    {
                        CompletedTasks.Add(task.Id);
                    }
                    if (task.IsOptional)
                    {
                        IsOptionalTasks.Add(task.Id);
                    }
#if UNITY_EDITOR
                    Debug.Log($"QuestLogController>>> Task ID:[{task.Id}] ({quest.Tasks.IndexOf(task) + 1} out of {quest.Tasks.Count}) [{task.CurrentAmount} out of {task.NeededAmount}] from quest ID:[{quest.Id}] updated");
#endif
                }

                if (quest.IsComplete)
                {
                    if (!AllTaskCompletedInQuestsWithOptional.Contains(quest.Id) & quest.HasOptionalTasks)
                    {
                        AllTaskCompletedInQuestsWithOptional.Add(quest.Id);
                    }
                    if (!AllTaskCompletedInQuests.Contains(quest.Id) & !quest.HasOptionalTasks)
                    {
                        AllTaskCompletedInQuests.Add(quest.Id);
                    }
                    Services.SharedInstance.EventManager.TriggerEvent(GameEventTypes.QuestCompleted, new IdArgs(quest.Id));
                    Services.SharedInstance.EventManager.TriggerEvent(GameEventTypes.QuestUpdated, null);
#if UNITY_EDITOR
                    Debug.Log($"QuestLogController>>> Quest ID:[{quest.Id}] Complete");
#endif
                }
            }
        }
Example #2
0
        /// <summary>
        ///     updates status of quests
        /// </summary>
        /// <param name="eventType">Which event triggered (task type)</param>
        /// <param name="targetId">Id of target</param>
        /// <param name="amount">Amount of targets</param>
        private void QuestUpdate(QuestTaskTypes eventType, int targetId, int amount = 1)
        {
            foreach (var quest in GetByTaskType(eventType))
            {
                foreach (var task in quest.Tasks)
                {
                    if (task.Type != eventType || task.TargetId != targetId)
                    {
                        continue;
                    }
                    task.AddAmount(amount);
#if UNITY_EDITOR
                    Debug.Log($"QuestLogController>>> Task [{task.Id}] from quest [{quest.Id}] updated");
#endif
                }

                if (quest.IsComplete)
                {
                    EventManager.TriggerEvent(GameEventTypes.QuestCompleted, new IdArgs(quest.Id));
                    Debug.Log($"QuestLogController>>> Quest [{quest.Id}] Complete");
                }
            }
        }
Example #3
0
 public List <Quest> GetByTaskType(QuestTaskTypes type)
 {
     return(_quests.FindAll(x => x.Tasks.Any(y => y.Type == type)));
 }