Esempio n. 1
0
        private void Redraw()
        {
            foreach (Transform child in this.transform)
            {
                Destroy(child.gameObject);
            }

            if (activeQuestTab)
            {
                activeButton.interactable    = false;
                completedButton.interactable = true;
                foreach (QuestStatus status in questList.GetStatuses())
                {
                    if (!status.IsComplete())
                    {
                        QuestItemUI uiInstance = Instantiate <QuestItemUI>(questPrefab, this.transform);
                        uiInstance.Setup(status);
                    }
                }
            }
            else
            {
                activeButton.interactable    = true;
                completedButton.interactable = false;
                foreach (QuestStatus status in questList.GetStatuses())
                {
                    if (status.IsComplete())
                    {
                        QuestItemUI uiInstance = Instantiate <QuestItemUI>(questPrefab, this.transform);
                        uiInstance.Setup(status);
                    }
                }
            }
        }
Esempio n. 2
0
 private void UpdateQuests()
 {
     foreach (QuestStatus status in _questList.QuestStatuses)
     {
         QuestItemUI questItemInstance = Instantiate(_questPrefab, _questContainer);
         questItemInstance.Setup(status);
     }
 }
Esempio n. 3
0
        private void Redraw()
        {
            foreach (Transform child in transform)
            {
                Destroy(child.gameObject);
            }

            foreach (QuestStatus status in questList.GetStatuses())
            {
                QuestItemUI questItemUi = Instantiate <QuestItemUI>(questPrefab, transform);
                questItemUi.Setup(status);
            }
        }
Esempio n. 4
0
        private void UpdateUI()
        {
            foreach (Transform child in transform)
            {
                Destroy(child.gameObject);
            }

            foreach (QuestStatus status in questList.Statuses())
            {
                QuestItemUI uiInstance = Instantiate(questPrefab, transform);
                uiInstance.Setup(status);
            }
        }