IEnumerator AssignQuest()
    {
        yield return(new WaitForSeconds(3));

        stonehengeQuest.enabled = true;
        playersQuestLog.AddQuestItem(stonehengeQuest);
    }
Пример #2
0
    public override void OnUse()
    {
        if (!hasUsed)
        {
            hasUsed = true;
            quest.QuestGoal.ForEach(g => g.Init());

            QuestList questLog = ObjectFinder.QuestLog;
            questLog.AddQuestItem(quest);
            quest.transform.SetParent(questLog.transform);

            InformQuestTurnInPoint();
        }
        else
        {
            Debug.Log("You already used this item to start its quest. Item will dissapear upon completion");
        }

        //The bird ate a bad mushroom and it killed him
    }
Пример #3
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    //Dialogue calls this because you must have a "conversation" (read some text) with any object before it assigns you a quest.
    public void EnableAndAssignMyQuest(bool assignsQuest)
    {
        if (assignsQuest && Quest != null)
        {
            Quest.enabled = true;
            AssignedQuest = true;
            //Debug.Log("Questgiver attempting to add quest to log");
            playersQuestLog.AddQuestItem(Quest);
            Quest.transform.SetParent(playersQuestLog.transform);

            /*Only inform the quest turn in point to update itself if :
             * 1.) It isn't going to be destroyed immidiately afterwards...like the test bird
             * 2.) It has a Quest to assign (indicated by a "!")
             */
            InformQuestTurnInPoint();
        }
        else
        {
            //Debug.Log("I don't have a quest to assign you after speaking to me " + this);
        }
    }