/// <summary> /// Checks the distance of the player to the destination /// Updates completion accordingly /// </summary> /// <param name="radius">The radius of the wheel</param> protected virtual void LocationObject(Vector3 playerPos) { distanceToTarget = Vector3.Distance(playerPos, GetObjectivePosition()); if (CheckCompleted()) { UpdateCompleted(); } QuestEvents.ObjectiveAdvance(); }
private void Tick() { if (CheckCompleted()) { UpdateCompleted(); } //calls the event, this will make it so the visual UI degrees you are compared to the turtle will update QuestEvents.ObjectiveAdvance(); }
/// <summary> /// Clear quest data and advance to the next stage once the objective is complete. /// </summary> protected virtual void UpdateCompleted() { if (UpdatedCompletion) { return; } UpdatedCompletion = true; DisableQuestMarkers(); QuestSystem.instance.UpdateQuests(); AudioManager.instance.PlayObjectiveComplete(); QuestEvents.ObjectiveAdvance(); }
/// <summary> /// Checks if the picked up item is the correct item. /// Plays audio and updates objective accordingly /// </summary> /// <param name="slug">The slug of the picked up object</param> private void ItemTaken(string slug) { for (int i = 0; i < collectionItems.Length; i++) { if (collectionItems[i].CollectItem(slug)) { AudioManager.instance.PlayObjectiveComplete(); break; } } if (CheckCompleted()) { UpdateCompleted(); } QuestEvents.ObjectiveAdvance(); }