Esempio n. 1
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    public override void JobTick(NPC npc)
    {
        if (!Init)
        {
            Init     = true;
            ShopNode = new NPCDialogNode("What do you have for sale?", "Take a look");
            ShopNode.SetOnSelectFunction(() => {
                //Debug.Log("test?");
                GUIManager.Instance.StartShop(npc, WorkLocation.WorkBuilding.Inventory);
            });
            if (npc.Dialog == null)
            {
                NPCDialog dialog = new NPCDialog(npc, "Hello, how can I help you today?");
                dialog.AddNode(ShopNode);
                npc.SetDialog(dialog);
                NPCDialogNode exitNode = new NPCDialogNode("I'll be on my way", "");
                exitNode.IsExitNode = true;
                dialog.AddNode(exitNode);
            }
            else
            {
                npc.Dialog.AddNode(ShopNode);
            }
        }


        float deltaTime = Time.time - CurrentPositionTime;

        if (deltaTime > CurrentPositionTimeOut)
        {
            ChooseNewPosition();
        }
    }
Esempio n. 2
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    private void DisplayNode(NPCDialogNode node)
    {
        GameObject nodeObj = Instantiate(PlayerReplyButtonPrefab);

        nodeObj.transform.SetParent(PlayerRepliesRegion.transform, false);
        DialogPlayerReplyButton but = nodeObj.GetComponent <DialogPlayerReplyButton>();

        but.InitButton(this, node);
    }
Esempio n. 3
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 public void NodeReplyClicked(NPCDialogNode node)
 {
     //If the node is null (shouldn't be), or its an exit node, we clear the dialog GUI
     if (node == null || node.IsExitNode)
     {
         Clear();
         gameObject.SetActive(false);
         GameManager.PlayerManager.EndDialog();
     }
     else
     {
         //If the node is not an exit node, we call its selection function
         node.OnSelectNode();
         //And then Display the node
         NPC.Dialog.SetCurrentNode(node);
         DisplayCurrentNode();
     }
 }
Esempio n. 4
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 public void NodeReplyClicked(NPCDialogNode node)
 {
     //If the node is null (shouldn't be), or its an exit node, we clear the dialog GUI
     if (node == null || node.IsExitNode)
     {
         Debug.Log("HEREHREHERE");
         Clear();
         gameObject.SetActive(false);
         PlayerManager.Instance.EndDialog();
         InConversation = false;
         Debug.Log("exit");
     }
     else
     {
         //If the node is not an exit node, we call its selection function
         node.OnSelectNode();
         //And then Display the node
         NPC.Dialog.SetCurrentNode(node);
         DisplayCurrentNode();
     }
 }
Esempio n. 5
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 public void SetCurrentNode(NPCDialogNode node)
 {
     CurrentNode = node;
 }
Esempio n. 6
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 public void AddNode(NPCDialogNode node)
 {
     Nodes.Add(node);
     node.SetParent(this);
 }
Esempio n. 7
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 public void RemoveNode(NPCDialogNode node)
 {
     Nodes.Remove(node);
 }
Esempio n. 8
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    /// <summary>
    /// Places the dungeon key in a random structure.
    ///
    /// </summary>
    /// <param name="dungeonPos"></param>
    /// <param name="chunkStructure"></param>
    /// <param name="endTasks"></param>
    /// <returns></returns>
    private Quest GenerateDungeonKeyQuest_RandomStructure(Vec2i dungeonPos, Dungeon dungeon, List <QuestTask> endTasks)
    {
        //Find a random chunk structure
        ChunkStructure ranStruct = GetRandomFreeStructure(dungeonPos, 3);

        if (ranStruct == null)
        {
            throw new System.Exception("We need to fix this");
        }
        //We add the dungeon key to the loot chest of this structure
        ranStruct.FinalLootChest.GetInventory().AddItem(dungeon.GetKey());
        //Add the item finding task


        endTasks.Add(new QuestTask("Go to " + ranStruct.Name + " and collect the key", QuestTask.QuestTaskType.PICK_UP_ITEM,
                                   new object[] { dungeon.GetKey(), ranStruct.WorldMapLocation, (ranStruct.FinalLootChest as WorldObjectData).WorldPosition }));

        //Quest initiator will be a random entity
        //Therefore, we choose a random settlement
        Settlement set = GetRandomSettlement(dungeonPos, 5);
        //Then take a random npc from it.
        NPC            npc       = GameManager.EntityManager.GetEntityFromID(GenRan.RandomFromList(set.SettlementNPCIDs)) as NPC;
        QuestInitiator questInit = new QuestInitiator(QuestInitiator.InitiationType.TALK_TO_NPC, new object[] { npc, false });



        //We now reverse the tasks to get in correct order
        endTasks.Reverse();
        Quest quest = new Quest("Clear dungeon " + questCount, questInit, endTasks.ToArray(), QuestType.clear_dungeon);



        if (npc.Dialog == null)
        {
            NPCDialog dialog = new NPCDialog(npc, "Hello adventurer! How can I help you today?");

            NPCDialogNode exitNode = new NPCDialogNode("Don't worry, I'll be on my way", "");
            exitNode.IsExitNode = true;

            dialog.AddNode(exitNode);
            npc.SetDialog(dialog);
        }
        NPCDialogNode startQuestNode = new NPCDialogNode("Have you heard of any quests for an adventurer such as myself?", "I've heard of a dungeon that may be full of sweet shit." +
                                                         " It's probably locked though, last I heard the key was at " + ranStruct.Name);

        NPCDialogNode exitNode2 = new NPCDialogNode("Thanks! I'll be on my way", "");

        exitNode2.IsExitNode = true;
        startQuestNode.AddNode(exitNode2);
        npc.Dialog.AddNode(startQuestNode);

        startQuestNode.SetOnSelectFunction(() => {
            GameManager.QuestManager.StartQuest(quest);
        });
        startQuestNode.SetShouldDisplayFunction(() =>
        {
            if (GameManager.QuestManager.Unstarted.Contains(quest))
            {
                return(true);
            }
            return(false);
        });


        NPCDialogNode questRewardNode = new NPCDialogNode("I killed " + dungeon.Boss.Name, "I didn't think it was possible. Here, take this as a reward");

        questRewardNode.AddNode(exitNode2);
        questRewardNode.SetShouldDisplayFunction(() => {
            return(GameManager.QuestManager.Completed.Contains(quest));
        });
        questRewardNode.SetOnSelectFunction(() =>
        {
            Inventory playerInv = GameManager.PlayerManager.Player.Inventory;
            playerInv.AddItem(new SteelLongSword());
        });
        npc.Dialog.AddNode(questRewardNode);

        return(quest);
    }
Esempio n. 9
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 public void AddNode(NPCDialogNode node)
 {
     ChildNodes.Add(node);
     node.SetParent(Parent);
 }
Esempio n. 10
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 public void InitButton(DialogGUI parent, NPCDialogNode node)
 {
     Text.text = node.PlayerText;
     Parent    = parent;
     Node      = node;
 }