private Quest GenerateFetch(QuestName questName, String nameString, int nbItems, QuestItemName questItemName, Scenes region, Vector3 goalLocation, params GameObject[] requisitePrefabs) { Quest quest = GenerateQuest(questName, nameString, QuestType.FETCH, requisitePrefabs.ToList(), region, goalLocation); QuestItem potion = new QuestItem(); potion.GenerateQuestItem(questItemName); quest.m_ItemInformation = potion; quest.m_Fetch.m_PlayerInventory = this.m_Player.GetComponent <PlayerInventory>(); quest.m_NumberOfItemsToFind = nbItems; return(quest); }
} //end f'n void ParseQuestItemList(GameObject) /**A function to set the player inventory quest item list based on saved content. * Clears player quest item list before adding anything.*/ public void SetQuestItemList(GameObject player) { PlayerInventory player_inventory = player.GetComponent <PlayerInventory> (); player_inventory.m_QuestItems.Clear(); for (int index = 0; index < this.m_QuestItemNames.Count; index++) { QuestItem item_to_add = new QuestItem(); foreach (QuestItemName name in System.Enum.GetValues(typeof(QuestItemName))) { if (this.m_QuestItemNames [index] == name.ToString()) { item_to_add.GenerateQuestItem(name); player_inventory.m_QuestItems.Add(item_to_add); } //end if } //end foreach } //end for } //end f'n void SetQuestItemList(GameObject)