/// <summary> /// Your GUI should call this when the player clicks to toggle quest tracking. /// </summary> /// <param name="data">Ignored.</param> public virtual void ClickTrackQuest(object data) { if (string.IsNullOrEmpty(selectedQuest)) { return; } bool track = !QuestLog.IsQuestTrackingEnabled(selectedQuest); QuestLog.SetQuestTracking(selectedQuest, track); }
/// <summary> /// Your GUI should call this when the player clicks to toggle quest tracking. /// </summary> /// <param name="data">Ignored.</param> public virtual void ClickTrackQuest(object data) { if (string.IsNullOrEmpty(selectedQuest)) { return; } bool track = !QuestLog.IsQuestTrackingEnabled(selectedQuest); QuestLog.SetQuestTracking(selectedQuest, track); DialogueManager.instance.BroadcastMessage(track ? DialogueSystemMessages.OnQuestTrackingEnabled : DialogueSystemMessages.OnQuestTrackingDisabled, selectedQuest, SendMessageOptions.DontRequireReceiver); }
/// <summary> /// Your GUI should call this when the player clicks to toggle quest tracking. /// </summary> /// <param name="data">Ignored.</param> public void ClickTrackQuest(object data) { if (string.IsNullOrEmpty(SelectedQuest)) { return; } bool track = !QuestLog.IsQuestTrackingEnabled(SelectedQuest); QuestLog.SetQuestTracking(SelectedQuest, track); ShowQuests(currentQuestStateMask); DialogueManager.Instance.BroadcastMessage(track ? "OnQuestTrackingEnabled" : "OnQuestTrackingDisabled", SelectedQuest, SendMessageOptions.DontRequireReceiver); }