/// <summary> /// This will decide if the player is starting an interact or leaving a area where the player had interacted. /// Either showing or hiding an interact dialog box that gives the player information via text. /// </summary> /// <param name="eventInfo"></param> private void ShowQuestDialog(EventInfo eventInfo) { QuestDialogEventInfo questDialog = (QuestDialogEventInfo)eventInfo; if (questDialog.show == true) { descriptionPanel.gameObject.SetActive(true); questDescription.text = questDialog.questText; } else { descriptionPanel.gameObject.SetActive(false); questDescription.text = ""; } }
/// <summary> /// If the player exit contact with the quest giver then a InteractTriggerEvent is called; /// </summary> /// <param name="other">Gameobjects Collider</param> private void OnTriggerExit(Collider other) { if (enabled == false) { return; } InteractTriggerEventInfo itei = new InteractTriggerEventInfo { isInteractable = false }; EventHandeler.Current.FireEvent(EventHandeler.EVENT_TYPE.Interact, itei); QuestDialogEventInfo questDialogEvent = new QuestDialogEventInfo { questText = CurrentStateDialog(), show = false }; EventHandeler.Current.FireEvent(EventHandeler.EVENT_TYPE.QuestDialog, questDialogEvent); }
public void ControllInput() { if (enabled == true) { QuestDialogEventInfo questDialogEvent = new QuestDialogEventInfo { questText = CurrentStateDialog(), show = true }; EventHandeler.Current.FireEvent(EventHandeler.EVENT_TYPE.QuestDialog, questDialogEvent); } if (QuestComponent.IsCompleted(questID)) { TurnInQuest(); } else if (QuestComponent.IsCompleted(questIDRecuirement) == false || QuestComponent.IsCompleted(alternativeIDRequired) == false && this.enabled == true) { return; } else if (started == false) { StartTheQuest(); } }