Esempio n. 1
0
        /// <summary>
        /// Creates new QuestRewardGroup
        /// </summary>
        /// <param name="groupId"></param>
        /// <param name="type"></param>
        public QuestRewardGroup(int groupId, RewardGroupType type)
        {
            this.Rewards = new List <QuestReward>();

            this.Id   = groupId;
            this.Type = type;
        }
Esempio n. 2
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		/// <summary>
		/// Creates new QuestRewardGroup
		/// </summary>
		/// <param name="groupId"></param>
		/// <param name="type"></param>
		public QuestRewardGroup(int groupId, RewardGroupType type)
		{
			this.Rewards = new List<QuestReward>();

			this.Id = groupId;
			this.Type = type;
		}
Esempio n. 3
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        protected void AddReward(int groupId, RewardGroupType type, QuestResult result, QuestReward reward)
        {
            if (!this.RewardGroups.ContainsKey(groupId))
            {
                this.RewardGroups[groupId] = new QuestRewardGroup(groupId, type);
            }

            reward.Result = result;

            this.RewardGroups[groupId].Add(reward);
        }
Esempio n. 4
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        /// <summary>
        /// Adds reward to a specific reward group, that the player can select
        /// after completing the quest.
        /// </summary>
        /// <remarks>
        /// Mainly used for PTJs.
        /// </remarks>
        /// <param name="groupId"></param>
        /// <param name="type"></param>
        /// <param name="result"></param>
        /// <param name="reward"></param>
        /// <param name="options"></param>
        protected void AddReward(int groupId, RewardGroupType type, QuestResult result, QuestReward reward, RewardOptions options = RewardOptions.None)
        {
            if (!this.RewardGroups.ContainsKey(groupId))
            {
                this.RewardGroups[groupId] = new QuestRewardGroup(groupId, type);
            }

            reward.Result  = result;
            reward.Visible = (options & RewardOptions.Hidden) == 0;

            this.RewardGroups[groupId].Add(reward);
        }
Esempio n. 5
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		/// <summary>
		/// Adds reward to a specific reward group, that the player can select
		/// after completing the quest.
		/// </summary>
		/// <remarks>
		/// Mainly used for PTJs.
		/// </remarks>
		/// <param name="groupId"></param>
		/// <param name="type"></param>
		/// <param name="result"></param>
		/// <param name="reward"></param>
		protected void AddReward(int groupId, RewardGroupType type, QuestResult result, QuestReward reward)
		{
			if (!this.RewardGroups.ContainsKey(groupId))
				this.RewardGroups[groupId] = new QuestRewardGroup(groupId, type);

			reward.Result = result;

			this.RewardGroups[groupId].Add(reward);
		}
Esempio n. 6
0
		/// <summary>
		/// Adds reward to a specific reward group, that the player can select
		/// after completing the quest.
		/// </summary>
		/// <remarks>
		/// Mainly used for PTJs.
		/// </remarks>
		/// <param name="groupId"></param>
		/// <param name="type"></param>
		/// <param name="result"></param>
		/// <param name="reward"></param>
		/// <param name="options"></param>
		protected void AddReward(int groupId, RewardGroupType type, QuestResult result, QuestReward reward, RewardOptions options = RewardOptions.None)
		{
			if (!this.RewardGroups.ContainsKey(groupId))
				this.RewardGroups[groupId] = new QuestRewardGroup(groupId, type);

			reward.Result = result;
			reward.Visible = (options & RewardOptions.Hidden) == 0;

			this.RewardGroups[groupId].Add(reward);
		}