public override void Interact()
    {
        switch (NPCsQuest.goal.questState)
        {
        case QuestState.Available:
            questManager.AcceptQuest(NPCsQuest);
            dialogue.currentDialogue = dialogueText;
            dialogue.quest           = NPCsQuest;
            dialogue.showDialogue    = true;
            break;

        case QuestState.Active:
            if (NPCsQuest.goal.isCompleted())
            {
                questManager.ClaimQuest();
                Debug.Log("Accepted");
            }
            break;

        case QuestState.Claimed:

            Debug.Log("Claimed");

            //dialogue
            break;
        }
        if (NPCsQuest.goal.questState == QuestState.Available)
        {
            questManager.AcceptQuest(NPCsQuest);
            Debug.Log("Quest giver NPC");
        }
    }
예제 #2
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    public override void Interact()
    {
        if (NPCsQuest.goal.questState == QuestState.Available)
        {
            dialogue.showDialogue     = true;
            dialogue.currentLineIndex = 0;
            if (dialogue.currentLineIndex == 2)
            {
                dialogue.showDialogue = false;
            }
        }
        if (NPCsQuest.goal.questState == QuestState.Claimed)
        {
            dialogue.showDialogue     = true;
            dialogue.currentLineIndex = 2;
        }

        switch (NPCsQuest.goal.questState)
        {
        case QuestState.Available:
            questManager.AcceptQuest(NPCsQuest);

            Debug.Log("Accepted");
            break;

        case QuestState.Active:
            if (NPCsQuest.goal.isCompleted())
            {
                Debug.Log("Claimed");
                questManager.ClaimQuest();
            }
            else
            {
                Debug.Log("Not Claimed");
            }
            break;

        case QuestState.Claimed:
            dialogue.currentLineIndex = 2;
            break;
        }


        if (NPCsQuest.goal.questState == QuestState.Available)
        {
            questManager.AcceptQuest(NPCsQuest);
        }
    }
예제 #3
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 public IEnumerator GiveQuest()
 {
     foreach (Quest availableQuest in availableQuests)
     {
         yield return(StartCoroutine(_questManager.AcceptQuest(availableQuest)));
     }
 }
예제 #4
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    //Depending on type of quest, interact differently with that quest NPC
    public override void Interact()
    {
        switch (NPCsQuest.goal.questState)
        {
        case QuestState.Available:
            questManager.AcceptQuest(NPCsQuest);
            Debug.Log("Quest Accepted");
            break;

        case QuestState.Active:
            if (NPCsQuest.goal.isCompleted())
            {
                Debug.Log("Quest Completed!");
                questManager.ClaimQuest();
            }
            else
            {
                Debug.Log("Quest not claimed");
            }
            break;

        case QuestState.Claimed:
            dialogue.name         = npcName;
            dialogue.dialogueText = completeText;
            dialogue.ShowDialogue();
            break;
        }
    }
예제 #5
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    protected override void EndDialogue()
    {
        if (GUI.Button(new Rect(15 * scr.x, 8.5f * scr.y,
                                scr.x, scr.y * 0.5f), "Accept"))
        {
            Debug.Log("Accept quest here");

            questManager.AcceptQuest(quest);

            showDialogue     = false;
            currentLineIndex = 0;

            playerMovement.enabled = true;
        }

        if (GUI.Button(new Rect(13f * scr.x, 8.5f * scr.y,
                                scr.x, scr.y * 0.5f), "Don't Accept"))
        {
            Debug.Log("Accept quest here");

            showDialogue     = false;
            currentLineIndex = 0;

            playerMovement.enabled = true;
        }
    }
예제 #6
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 public void btnAccept()
 {
     // this button will start the quest. Sets up the indicators of monsters, and tell the game that quest has been activated
     questManager.AcceptQuest();
 }
예제 #7
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 public void AcceptQuest(Quest quest)
 {
     theQM.AcceptQuest(quest);
 }