public void ChangeNPCProgressType(NPCProgressType type) { // Debug.Log(npcName + " NPC 진행도 변함 : " + type); switch (type) { case NPCProgressType.BEFORE: if (HaveQuest()) { Text_OnHead.text = "?"; Text_OnHead.gameObject.SetActive(true); } else { Text_OnHead.gameObject.SetActive(false); } break; case NPCProgressType.PROGRESS: Text_OnHead.text = "..."; Text_OnHead.gameObject.SetActive(true); break; case NPCProgressType.SUCCESS: Text_OnHead.text = "!"; Text_OnHead.gameObject.SetActive(true); break; case NPCProgressType.COMPLETE: questArrIndex++; this.nPCProgressType = NPCProgressType.BEFORE; break; } }
public void ChangeNPCProgressType(NPCProgressType type) { switch (type) { case NPCProgressType.BEFORE: if (HaveQuest()) { questEffect.Play(); } else { questEffect.Stop(); } break; case NPCProgressType.PROGRESS: questEffect.Stop(); break; case NPCProgressType.SUCCESS: questEffect.Play(); break; case NPCProgressType.COMPLETE: questArrIndex++; this.nPCProgressType = NPCProgressType.BEFORE; break; } }
public void ChangeQuestProgressType(Quest.QuestProgressType questProgressType) { switch (questProgressType) { case Quest.QuestProgressType.BEFORE: nPCProgressType = NPCProgressType.BEFORE; break; case Quest.QuestProgressType.PROGRESS: nPCProgressType = NPCProgressType.PROGRESS; break; case Quest.QuestProgressType.SUCCESS: nPCProgressType = NPCProgressType.SUCCESS; break; case Quest.QuestProgressType.COMPLETE: nPCProgressType = NPCProgressType.COMPLETE; break; } }
public void ChangeQuestProgressType(Quest.QuestProgressType questProgressType) { // Debug.Log("퀘스트 진행도 변함 : " + questProgressType); switch (questProgressType) { case Quest.QuestProgressType.BEFORE: nPCProgressType = NPCProgressType.BEFORE; break; case Quest.QuestProgressType.PROGRESS: nPCProgressType = NPCProgressType.PROGRESS; break; case Quest.QuestProgressType.SUCCESS: nPCProgressType = NPCProgressType.SUCCESS; break; case Quest.QuestProgressType.COMPLETE: nPCProgressType = NPCProgressType.COMPLETE; break; } }