/// <summary> /// 得到奖励 /// </summary> /// <param name="reward">奖励</param> virtual public void OnGetReward( ) { m_state = ConstantDefine.QuestState.None; //Quest奖励需要UI reward.DisplayRewardUI(); }
/// <summary> /// 完成某个任务时 /// </summary> virtual public void OnCompleted( ) { //到NPC处交任务时要检查是否是完成状态 m_state = ConstantDefine.QuestState.Completed; //不再监听相应的事件 }
public Quest(string name, string scene, string desc, byte diff) { questName = name; sceneName = scene; description = desc; stars = diff; m_state = ConstantDefine.QuestState.None; }
/// <summary> /// 任务失败时 /// </summary> virtual public void OnFailed( ) { m_state = ConstantDefine.QuestState.Failed; }
/// <summary> /// 接到某个任务时 /// </summary> virtual public void OnClaim( ) { m_state = ConstantDefine.QuestState.InProgress; }