public void AddFinishQuestList(QuestItemUI questui) { FinishQuestList.Add(questui); if (questui.Quest.Questtype == Quest.QuestType.Talk) { RemoveStartQuestList(questui); } else { RemoveAcceptQuestList(questui); } if (questui.Quest.Questtype == Quest.QuestType.Talk) { foreach (NPCUI npc in NPCManager.Instance.QuestNPCList) { if (questui.Quest.StartNPCID == npc.ID) { npc.ShowFinishIcon(questui); } } questui.UpdateShowDes("找到" + NPCManager.Instance.GetNPCByID(questui.Quest.StartNPCID).Name + "并拿到报酬"); } else { foreach (NPCUI npc in NPCManager.Instance.QuestNPCList) { if (questui.Quest.NPCID == npc.ID) { npc.ShowFinishIcon(questui); } } questui.UpdateShowDes("找到" + NPCManager.Instance.GetNPCByID(questui.Quest.NPCID).Name + "并拿到报酬"); } }
public void AddAcceptQuestList(QuestItemUI questui) { AcceptQuestList.Add(questui); switch (questui.Quest.Questtype) { case Quest.QuestType.Combat: IsKillEnemyQuest = true; KillEnemyList.Add(questui); foreach (NPCUI npc in NPCManager.Instance.QuestNPCList) { if (questui.Quest.NPCID == npc.ID) { npc.ShowQuestStatusIcon(questui); } } questui.UpdateShowDes(questui.CurrentKillCount); break; case Quest.QuestType.Talk: foreach (NPCUI npc in NPCManager.Instance.QuestNPCList) { if (questui.Quest.StartNPCID == npc.ID) { npc.ShowQuestStatusIcon(questui); } } questui.UpdateShowDes("找到" + NPCManager.Instance.GetNPCByID(questui.Quest.StartNPCID).Name); break; case Quest.QuestType.GetItem: IsItemQuest = true; InventoryManager.Instance.GetItemQuest(questui); if (QuestItemUIList.Contains(questui) == false) { QuestItemUIList.Add(questui); } foreach (NPCUI npc in NPCManager.Instance.QuestNPCList) { if (questui.Quest.NPCID == npc.ID) { if (questui.CurrentCount >= questui.Quest.Count) { AddFinishQuestList(questui); } else { npc.ShowQuestStatusIcon(questui); } } } questui.UpdateShowDes(questui.CurrentCount); break; case Quest.QuestType.Work: break; } }
private void Redraw() { transform.DetachChildren(); foreach (QuestStatus status in questList.GetStatuses()) { QuestItemUI uiInstance = Instantiate <QuestItemUI>(questPrefab, transform); uiInstance.Setup(status); } }
private void Redraw() { foreach (Transform item in transform) { Destroy(item.gameObject); } foreach (QuestStatus status in _questList.GetStatuses()) { QuestItemUI uiInstance = Instantiate(questPrefab, transform); uiInstance.Setup(status); } }
void OnEnable() { transform.DetachChildren(); foreach (QuestStatus status in questList.GetStatuses()) { QuestItemUI questUI = Instantiate(questPrefab, this.transform); questUI.Setup(status); } }
public void ShowFinishIcon(QuestItemUI questui) { FinishQuestuiList.Add(questui); if (questui.Quest.Questtype == Quest.QuestType.Combat || questui.Quest.Questtype == Quest.QuestType.GetItem) { NPCQuestuis.Remove(questui); IsQuestTarget = false; } IsFinishQuest = true; HideQuestIcon(); GameObject questIconPrefab = Resources.Load <GameObject>("Quest/TargetFinish"); GameObject go = Instantiate(questIconPrefab, transform, false); }
public void AddStartQuestList(QuestItemUI questui) { StartQuestList.Add(questui); RemoveAcceptQuestList(questui); foreach (NPCUI npc in NPCManager.Instance.QuestNPCList) { if (questui.Quest.NPCID == npc.ID) { npc.ShowQuestStatusIcon(questui); } } questui.UpdateShowDes("找到" + NPCManager.Instance.GetNPCByID(questui.Quest.NPCID).Name); }
void Redraw() { ClearQuests(); if (questList.GetStatuses() == null) { return; } foreach (QuestStatus status in questList.GetStatuses()) { QuestItemUI instance = Instantiate <QuestItemUI>(questItemPrefab, transform); instance.Setup(status); } }
public void ShowQuestStatusIcon(QuestItemUI questui) { if (questui.Quest.Questtype == Quest.QuestType.Talk && questui.Quest.StartNPCID == ID) { NPCTaklQuest.Add(questui); IsStartNPC = true; } else { NPCQuestuis.Add(questui); IsQuestTarget = true; } GameObject questIconPrefab = Resources.Load <GameObject>("Quest/QuestStatusIcon"); GameObject go = Instantiate(questIconPrefab, transform, false); go.transform.localPosition = Vector3.zero + Vector3.up; }
public void GetItemQuest(QuestItemUI questItemUI) { switch (GetItemById(questItemUI.Quest.ItemID).Type) { case Item.ItemType.Consumable: FindQuestItem(ConsumablePanel.Instance.slotList); break; case Item.ItemType.Equipment: FindQuestItem(EquipmentPanel.Instance.slotList); break; case Item.ItemType.Materials: FindQuestItem(MaterialsPanel.Instance.slotList); break; case Item.ItemType.OtherItem: FindQuestItem(OtherItemPanel.Instance.slotList); break; } }
public void AddCanDeleteQuestList(QuestItemUI questui) { if (QuestItemUIList.Contains(questui)) { if (QuestItemUIList.Count <= 1) { IsItemQuest = false; } QuestItemUIList.Remove(questui); } if (KillEnemyList.Contains(questui)) { if (KillEnemyList.Count <= 1) { IsKillEnemyQuest = false; } KillEnemyList.Remove(questui); } CanDeleteQuestList.Add(questui); RemoveFinishQuestList(questui); }
private void Start() { questItem = GetComponent <QuestItemUI>(); }
// Start is called before the first frame update void Start() { questItem = questContainerPrefab.GetComponent <QuestItemUI>(); UIEventHandler.OnQuestAddedToPlayer += QuestAdded; }
public void RemoveCanDeleteQuestList(QuestItemUI questui) { CanDeleteQuestList.Remove(questui); }
public void RemoveFinishQuestList(QuestItemUI questui) { FinishQuestList.Remove(questui); }
public void RemoveStartQuestList(QuestItemUI questui) { StartQuestList.Remove(questui); }
public void RemoveAcceptQuestList(QuestItemUI questui) { AcceptQuestList.Remove(questui); }