Exemple #1
0
        public void UpdateUI(QuestData q)
        {
            if (CurrentStage != q.CurrentStage)
            {
                foreach (UI_QuestObjective qo in Objectives)
                {
                    Destroy(qo.gameObject);
                }
                Objectives.Clear();

                CurrentStage = q.CurrentStage;
                for (int o = 0; o < Quests.QList[q.ID].Stages[q.CurrentStage].Objectives.Count; o++)
                {
                    UI_QuestObjective newObjective = Instantiate(ObjPrefab, transform).GetComponent <UI_QuestObjective>();
                    newObjective.Description.text = Quests.QList[q.ID].Stages[q.CurrentStage].Objectives[o].Task;
                    newObjective.Progress.text    = q.ObjectiveProgress[o] + "/" + Quests.QList[q.ID].Stages[q.CurrentStage].Objectives[o].RequiredProgress;
                    Objectives.Add(newObjective);
                }
            }
            else
            {
                for (int o = 0; o < Objectives.Count; o++)
                {
                    Objectives[o].Progress.text = q.ObjectiveProgress[o] + "/" + Quests.QList[q.ID].Stages[q.CurrentStage].Objectives[o].RequiredProgress;
                }
            }
        }
Exemple #2
0
        public void CreateUI(QuestData q)
        {
            Title.text   = Quests.QList[q.ID].Title;
            QuestID      = q.ID;
            CurrentStage = q.CurrentStage;

            for (int o = 0; o < Quests.QList[q.ID].Stages[q.CurrentStage].Objectives.Count; o++)
            {
                UI_QuestObjective newObjective = Instantiate(ObjPrefab, transform).GetComponent <UI_QuestObjective>();
                newObjective.Description.text = Quests.QList[q.ID].Stages[q.CurrentStage].Objectives[o].Task;
                newObjective.Progress.text    = q.ObjectiveProgress[o] + "/" + Quests.QList[q.ID].Stages[q.CurrentStage].Objectives[o].RequiredProgress;
                Objectives.Add(newObjective);
            }
        }