public void FinishQuest() { quest = null; //questName = ""; DialogueController.reference.Deactivate(); QuestsController.ClearLocalData (); }
public void FinishQuest() { quest = null; //questName = ""; DialogueController.reference.Deactivate(); QuestsController.ClearLocalData(); }
public void StartQuest (string questName) { quest = QuestsController.GetQuest (questName); if (quest == null) { Debug.Log ("Quest doesn't exist!"); return; } if (!QuestsController.IsPassRequirements (quest)) { Debug.Log ("Can't pass requirements! quest doesn't start"); return; } log = new List<string[]>(); currentLogIndex = 0; DialogueController.reference.Activate(); }
public void Activate() { quest = DialogueSystem.reference.quest; currentNode = quest.nodes [0]; GlobalUI.reference.SetState(GlobalUI.States.Dialogue); EventDelegate action; action = new EventDelegate(this, "FlipLogBack"); EventDelegate.Add(logBackButton.GetComponent <UIButton>().onClick, action); action = new EventDelegate(this, "FlipLogForward"); EventDelegate.Add(logForwardButton.GetComponent <UIButton>().onClick, action); PrepareNodeInfo(currentNode); UpdateUI(); }
public void StartQuest(string questName) { quest = QuestsController.GetQuest(questName); if (quest == null) { Debug.Log("Quest doesn't exist!"); return; } if (!QuestsController.IsPassRequirements(quest)) { Debug.Log("Can't pass requirements! quest doesn't start"); return; } log = new List <string[]>(); currentLogIndex = 0; DialogueController.reference.Activate(); }
public void Activate() { quest = DialogueSystem.reference.quest; currentNode = quest.nodes [0]; GlobalUI.reference.SetState (GlobalUI.States.Dialogue); EventDelegate action; action = new EventDelegate(this, "FlipLogBack"); EventDelegate.Add(logBackButton.GetComponent<UIButton>().onClick, action); action = new EventDelegate(this, "FlipLogForward"); EventDelegate.Add(logForwardButton.GetComponent<UIButton>().onClick, action); PrepareNodeInfo (currentNode); UpdateUI(); }