예제 #1
0
 public override void OnEnter()
 {
     if (PlayMakerTools.IsValueAssigned(questName))
     {
         QuestLog.SetQuestTracking(questName.Value, state.Value);
     }
     else
     {
         LogError(string.Format("{0}: Quest Name is null or blank.", DialogueDebug.Prefix));
     }
     Finish();
 }
예제 #2
0
 public override void OnEnter()
 {
     if (PlayMakerTools.IsValueAssigned(questName))
     {
         QuestLog.SetQuestEntryState(questName.Value, Mathf.Max(1, entryNumber.Value), QuestLog.StringToState(state.Value.ToLower()));
     }
     else
     {
         LogError(string.Format("{0}: Quest Name is null or blank.", DialogueDebug.Prefix));
     }
     Finish();
 }
예제 #3
0
파일: SetPortrait.cs 프로젝트: kimch2/Unity
 public override void OnEnter()
 {
     if (PlayMakerTools.IsValueAssigned(actorName) && PlayMakerTools.IsValueAssigned(portraitValue))
     {
         DialogueManager.SetPortrait(actorName.Value, portraitValue.Value);
     }
     else
     {
         LogError(string.Format("{0}: You must assign the actor name and portrait value.", DialogueDebug.Prefix));
     }
     Finish();
 }
예제 #4
0
 public override void OnEnter()
 {
     if (PlayMakerTools.IsValueAssigned(questName))
     {
         if (storeResult != null)
         {
             storeResult.Value = QuestLog.GetQuestAbandonSequence(questName.Value);
         }
     }
     else
     {
         LogError(string.Format("{0}: Quest Name is null or blank.", DialogueDebug.Prefix));
     }
     Finish();
 }
예제 #5
0
 public override void OnEnter()
 {
     if (PlayMakerTools.IsValueAssigned(state))
     {
         string[] quests = QuestLog.GetAllQuests(QuestLog.StringToState(state.Value));
         if (storeResult != null)
         {
             storeResult.Value = (quests != null) ? quests.Length : 0;
         }
     }
     else
     {
         LogError(string.Format("{0}: State must be assigned first.", DialogueDebug.Prefix));
     }
     Finish();
 }
예제 #6
0
 public override void OnEnter()
 {
     if (PlayMakerTools.IsValueAssigned(element) && PlayMakerTools.IsValueAssigned(field))
     {
         string tableName = PlayMakerTools.LuaTableName(table);
         if ((stringValue != null) && !stringValue.IsNone)
         {
             DialogueLua.SetTableField(tableName, element.Value, field.Value, stringValue.Value);
         }
         if ((floatValue != null) && !floatValue.IsNone)
         {
             DialogueLua.SetTableField(tableName, element.Value, field.Value, floatValue.Value);
         }
         if ((boolValue != null) && !boolValue.IsNone)
         {
             DialogueLua.SetTableField(tableName, element.Value, field.Value, boolValue.Value);
         }
     }
     else
     {
         LogWarning(string.Format("{0}: Element and Field must be assigned first.", DialogueDebug.Prefix));
     }
     Finish();
 }