/// <summary>
 /// Start the quest complete event,
 /// Display the stats board
 /// Save new stats to JSON
 /// </summary>
 private void Complete()
 {
     QuestEvents.QuestComplete();
     complete = true;
     StatsManager.instance.DisplayStats(stats[0]);
     SaveObjectives();
 }
 /// <summary>
 /// Checks the distance of the player to the destination
 /// Updates completion accordingly
 /// </summary>
 /// <param name="radius">The radius of the wheel</param>
 protected virtual void LocationObject(Vector3 playerPos)
 {
     distanceToTarget = Vector3.Distance(playerPos, GetObjectivePosition());
     if (CheckCompleted())
     {
         UpdateCompleted();
     }
     QuestEvents.ObjectiveAdvance();
 }
Exemple #3
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 private void Tick()
 {
     if (CheckCompleted())
     {
         UpdateCompleted();
     }
     //calls the event, this will make it so the visual UI degrees you are compared to the turtle will update
     QuestEvents.ObjectiveAdvance();
 }
 void Update()
 {
     //call the players location event every few frames
     ticks += 1;
     if (ticks > ticksBetweenUpdate)
     {
         ticks = 0;
         QuestEvents.LocationChange(transform.position);
     }
 }
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 protected override void LocationObject(Vector3 playerPos)
 {
     if (UpdatedCompletion)
     {
         return;
     }
     //set up turtles speech
     QuestEvents.UpdateTurtle(Companion.CompanionState.MoveToPosition, GetObjectivePosition(), turtle_speech);
     base.LocationObject(playerPos + Vector3.forward);
 }
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        /// <summary>
        /// Load the next scene
        /// </summary>
        public void NextScene()
        {
            if (string.IsNullOrEmpty(load_scene))
            {
                Debug.LogWarning("Assign scene to load next.");
                return;
            }

            QuestEvents.LoadNewScene();
            SceneManager.LoadScene(load_scene);
        }
 void Update()
 {
     //used in quests to fire a ray to detect what the user is looking at
     if (enableRay)
     {
         if (Physics.Raycast(transform.position, transform.forward, out RaycastHit hit, 20, layerMask))
         {
             QuestEvents.LookAt(hit);
         }
     }
 }
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 /// <summary>
 /// Clear quest data and advance to the next stage once the objective is complete.
 /// </summary>
 protected virtual void UpdateCompleted()
 {
     if (UpdatedCompletion)
     {
         return;
     }
     UpdatedCompletion = true;
     DisableQuestMarkers();
     QuestSystem.instance.UpdateQuests();
     AudioManager.instance.PlayObjectiveComplete();
     QuestEvents.ObjectiveAdvance();
 }
 /// <summary>
 /// Checks if the picked up item is the correct item.
 /// Plays audio and updates objective accordingly
 /// </summary>
 /// <param name="slug">The slug of the picked up object</param>
 private void ItemTaken(string slug)
 {
     for (int i = 0; i < collectionItems.Length; i++)
     {
         if (collectionItems[i].CollectItem(slug))
         {
             AudioManager.instance.PlayObjectiveComplete();
             break;
         }
     }
     if (CheckCompleted())
     {
         UpdateCompleted();
     }
     QuestEvents.ObjectiveAdvance();
 }
        /// <summary>
        /// Passes the name of the collided object to an event.
        /// An objective can then use this to detect if the correct item has been picked up
        /// </summary>
        protected virtual void Process(Collider col)
        {
            string colname = StaticCalculations.ProcessObjectName(col.name);

            if (acceptedItemSlugs.Length == 0)
            {
                QuestEvents.ItemCollected(colname);
            }
            else
            {
                for (int i = 0; i < acceptedItemSlugs.Length; i++)
                {
                    if (colname.Equals(acceptedItemSlugs[i]))
                    {
                        QuestEvents.ItemCollected(colname);
                        AudioManager.instance.PlayObjectiveComplete();
                        break;
                    }
                }
            }
        }
 //update the quest event tick every frame
 private void Update()
 {
     QuestEvents.Tick();
 }
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 protected override void UpdateCompleted()
 {
     base.UpdateCompleted();
     QuestEvents.UpdateTurtle(Companion.CompanionState.LookAtPlayer, GetObjectivePosition(), "");
 }
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 protected override void Tick()
 {
     base.Tick();
     //updates the companions speech bubble
     QuestEvents.UpdateTurtle(Companion.CompanionState.LookAtPlayer, GetObjectivePosition(), turtle_speech);
 }