public IEnumerator QuestEvent() { if (clear) { return(false); } //Increase the progress of the Quest ID //The Function will automatic check If player have this quest(ID) in the Quest Slot or not. if (player) { QuestStatC qstat = player.GetComponent <QuestStatC>(); if (qstat) { player.GetComponent <QuestStatC>().Progress(questId); if (npcAnimation) { npcModel.GetComponent <Animation>().Play(npcAnimation.name); } clear = true; float wait = npcModel.GetComponent <Animation>()[npcAnimation.name].length; yield return(new WaitForSeconds(wait + 0.3f)); if (disappearEffect) { Instantiate(disappearEffect, transform.position, transform.rotation); } Destroy(gameObject); } } }
public void UpdateQuestDetails() { if (!player) { return; } db = database.GetComponent <QuestDataC>(); QuestStatC pq = player.GetComponent <QuestStatC>(); for (int a = 0; a < questName.Length; a++) { questName[a].GetComponent <Text>().text = db.questData[pq.questSlot[a]].questName; questDescription[a].GetComponent <Text>().text = db.questData[pq.questSlot[a]].description + " (" + pq.questProgress[pq.questSlot[a]].ToString() + " / " + db.questData[pq.questSlot[a]].finishProgress + ")"; if (pq.questSlot[a] > 0) { questDescription[a].gameObject.SetActive(true); cancelButton[a].SetActive(true); } else { questDescription[a].gameObject.SetActive(false); cancelButton[a].SetActive(false); } } }
// Token: 0x06000416 RID: 1046 RVA: 0x0001AC5C File Offset: 0x0001905C private void Start() { if (this.type == QuestProgressiveC.progressType.Auto) { this.player = GameObject.FindWithTag("Player"); QuestStatC component = this.player.GetComponent <QuestStatC>(); if (component) { this.player.GetComponent <QuestStatC>().Progress(this.questId); } } }
public void CancelQuest(int qid) { if (!player) { return; } QuestStatC pq = player.GetComponent <QuestStatC>(); pq.questProgress[pq.questSlot[qid]] = 0; pq.questSlot[qid] = 0; pq.SortQuest(); UpdateQuestDetails(); }
void OnTriggerEnter(Collider other) { if (other.tag == "Player" && type == progressType.Trigger) { //Increase the progress of the Quest ID //The Function will automatic check If player have this quest(ID) in the Quest Slot or not. QuestStatC qstat = other.GetComponent <QuestStatC>(); if (qstat) { other.GetComponent <QuestStatC>().Progress(questId); Destroy(gameObject); } } }
void Start() { if (type == progressType.Auto) { player = GameObject.FindWithTag("Player"); //Increase the progress of the Quest ID //The Function will automatic check If player have this quest(ID) in the Quest Slot or not. QuestStatC qstat = player.GetComponent <QuestStatC>(); if (qstat) { player.GetComponent <QuestStatC>().Progress(questId); } } }
void OnTriggerEnter(Collider other) { if (other.tag == "Player" && type == progressType.Trigger) { QuestStatC qstat = other.GetComponent <QuestStatC>(); if (qstat) { bool c = other.GetComponent <QuestStatC>().Progress(questId); if (c) { Destroy(gameObject); } } } }
// Token: 0x06000417 RID: 1047 RVA: 0x0001ACB4 File Offset: 0x000190B4 private void OnTriggerEnter(Collider other) { if (other.tag == "Player" && this.type == QuestProgressiveC.progressType.Trigger) { QuestStatC component = other.GetComponent <QuestStatC>(); if (component) { bool flag = other.GetComponent <QuestStatC>().Progress(this.questId); if (flag) { UnityEngine.Object.Destroy(base.gameObject); } } } }
void Start() { if (type == progressType.Auto) { player = GameObject.FindWithTag("Player"); if (!player) { return; } QuestStatC qstat = player.GetComponent <QuestStatC>(); if (qstat) { player.GetComponent <QuestStatC>().Progress(questId); } } }
// Token: 0x0600042F RID: 1071 RVA: 0x0001BBEC File Offset: 0x00019FEC private void DeleteObj() { this.player = GameObject.FindWithTag("Player"); if (this.player) { QuestStatC component = this.player.GetComponent <QuestStatC>(); if (component) { bool flag = this.player.GetComponent <QuestStatC>().CheckQuestSlot(this.questId); int num = this.player.GetComponent <QuestStatC>().CheckQuestProgress(this.questId); if (flag && num >= this.progressAbove && num < this.progressBelow) { UnityEngine.Object.Destroy(this.spawnObject); } } } }
// Token: 0x0600042E RID: 1070 RVA: 0x0001BB50 File Offset: 0x00019F50 private void Deactivate() { this.player = GameObject.FindWithTag("Player"); if (this.player) { QuestStatC component = this.player.GetComponent <QuestStatC>(); if (component) { bool flag = this.player.GetComponent <QuestStatC>().CheckQuestSlot(this.questId); int num = this.player.GetComponent <QuestStatC>().CheckQuestProgress(this.questId); if (flag && num >= this.progressAbove && num < this.progressBelow) { this.spawnObject.SetActive(false); } } } }
// Token: 0x0600042C RID: 1068 RVA: 0x0001B9F0 File Offset: 0x00019DF0 private void Spawn() { this.player = GameObject.FindWithTag("Player"); if (this.player) { QuestStatC component = this.player.GetComponent <QuestStatC>(); if (component) { bool flag = this.player.GetComponent <QuestStatC>().CheckQuestSlot(this.questId); int num = this.player.GetComponent <QuestStatC>().CheckQuestProgress(this.questId); if (flag && num >= this.progressAbove && num < this.progressBelow) { GameObject gameObject = UnityEngine.Object.Instantiate <GameObject>(this.spawnObject, base.transform.position, base.transform.rotation); gameObject.name = this.spawnObject.name; } } } }
void Deactivate() { player = GameObject.FindWithTag("Player"); if (player) { QuestStatC qstat = player.GetComponent <QuestStatC>(); if (qstat) { bool letSpawn = player.GetComponent <QuestStatC>().CheckQuestSlot(questId); int checkProgress = player.GetComponent <QuestStatC>().CheckQuestProgress(questId); if (letSpawn && checkProgress >= progressAbove && checkProgress < progressBelow) { spawnObject.SetActive(false); } } } }
void Spawn() { player = GameObject.FindWithTag("Player"); if (player) { QuestStatC qstat = player.GetComponent <QuestStatC>(); if (qstat) { bool letSpawn = player.GetComponent <QuestStatC>().CheckQuestSlot(questId); int checkProgress = player.GetComponent <QuestStatC>().CheckQuestProgress(questId); if (letSpawn && checkProgress >= progressAbove && checkProgress < progressBelow) { GameObject m = Instantiate(spawnObject, transform.position, transform.rotation) as GameObject; m.name = spawnObject.name; } } } }
void Deactivate() { player = GameObject.FindWithTag("Player"); //The Function will automatic check If player have this quest(ID) in the Quest Slot or not. if (player) { QuestStatC qstat = player.GetComponent <QuestStatC>(); if (qstat) { bool letSpawn = player.GetComponent <QuestStatC>().CheckQuestSlot(questId); int checkProgress = player.GetComponent <QuestStatC>().CheckQuestProgress(questId); if (letSpawn && checkProgress >= progressAbove && checkProgress < progressBelow) { //Deactivate your spawnPrefab if player have this quest in the quest slot. spawnObject.SetActive(false); } } } }
public void Spawn() { player = GameObject.FindWithTag("Player"); //The Function will automatic check If player have this quest(ID) in the Quest Slot or not. if (player) { QuestStatC qstat = player.GetComponent <QuestStatC>(); if (qstat) { bool letSpawn = player.GetComponent <QuestStatC>().CheckQuestSlot(questId); int checkProgress = player.GetComponent <QuestStatC>().CheckQuestProgress(questId); if (letSpawn && checkProgress >= progressAbove && checkProgress < progressBelow) { //Spawn your spawnPrefab if player have this quest in the quest slot. GameObject m = (GameObject)Instantiate(spawnPrefab, transform.position, transform.rotation); m.name = spawnPrefab.name; } } } }