// Called by other objects to indicate that an objective has changed // status public void UpdateObjectiveStatus( Quest quest, int objectiveNumber, Quest.Status status) { if (activeQuest == null) { Debug.LogError( "Tried to set an objective status, but no quest is active" ); return; } if (activeQuest.questData != quest) { Debug.LogWarningFormat("Tried to set an objective status " + "for quest {0}, but this is not the active quest. " + "Ignoring.", quest.questName); return; } // Update the objective status activeQuest.objectiveStatuses[objectiveNumber] = status; // Update the display label UpdateObjectiveSummaryText(); }
public void SaveQuest(int id, string questtag, Quest.Status status, int collect, int kills) { for (int i = 0; i < ID.Count; i++) { if (ID[i] == id) { if (QuestTag[i] == questtag) { if (Status[i] != status) { Status[i] = status; GetComponent <SaveSys>().Save(); } return; } } } ID.Add(id); QuestTag.Add(questtag); Status.Add(status); if (collect > 0) { Collectables.Add(collect); } else { Collectables.Add(kills); } GetComponent <SaveSys>().Save(); }
public SavedQuestData(int questID, int questOwner, Quest.Status questStatus, List <QuestObjective> objectives) { this.questID = questID; this.questOwner = questOwner; this.questStatus = questStatus; this.objectives = objectives; }