//When we need to add a quest to the Quest list, we do it here.
 public void AddQuest(int OverallID)
 {
     if (CurrentQuest == null) {
         //Sets a current quest if we don't have one.
         for (int i = 0; i < EQList.Count; i++) {
             if (EQList [i].OverallID == OverallID) {
                 CurrentQuest = EQList [i];
                 CurrentQuest.CurrentQuest = true;
                 if (OnQuestGet != null) {
                         OnQuestGet ();
                 }
                 UpdateQuest (OverallID);
                 Debug.Log(CurrentQuest.QuestName);
                 return;
             }
         }
     } else {
         //Else just add the quest to the list/quest log.
         for (int i = 0; i < EQList.Count; i++) {
             if (EQList [i].OverallID == OverallID) {
                 QuestList.Add (EQList [i]);
                 return;
             }
         }
     }
 }
示例#2
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    void Start()
    {
        //Grabbing our references
        player = GameObject.FindGameObjectWithTag ("Player");
        _Manager = GameObject.FindGameObjectWithTag("EQManager").GetComponent<EasyQuestManager>();
        text = GetComponentInChildren<TextMesh>();

        //Quest Giver getting the quest needed
        for(int i = 0; i < _Manager.EQList.Count; i++){
            if(_Manager.EQList[i].QuestID == QuestID && _Manager.EQList[i].ProgressionID == ProgressID){
                Quest = _Manager.EQList[i];
                OverallID = Quest.OverallID;
                return;
            }
        }
    }
    //Checks list to set our next current quest
    public void CheckList()
    {
        //Check that we don't have a current quest.
        if (CurrentQuest == null) {
            if(QuestList.Count == 0){
                //First, check if a quest was already the current and we forgot to set it
                //when we loaded our save.
                for (int i = 0; i < EQList.Count; i++) {
                    if (EQList [i].CurrentQuest == true) {
                        AddQuest(EQList[i].OverallID);
                        return;
                    }
                }
            }else{
                //Else, set the current one to the first one in the list.
                int temp = -1;
                for (int q = 0; q < QuestSaver.qSaver.QuestOverallID.Count; q++) {
                    if (QuestSaver.qSaver.QuestOverallID [q] == QuestList [0].OverallID) {
                        temp = q;
                        break;
                    }
                }
                if (temp == -1) {
                    return;
                }

                CurrentQuest = QuestList[0];
                CurrentQuest.CurrentQuest = true;
                QuestSaver.qSaver.CurrentQuest[temp] = true;
            }
        }
    }
 //Once a quest finishes, it runs this.
 public void QuestFinish(int OverallID)
 {
     //Checking what index the quest is at, since we can't keep track of it normally in a List :(
     int temp = -1;
     for(int q = 0; q < QuestSaver.qSaver.QuestOverallID.Count; q++)
     {
         if(QuestSaver.qSaver.QuestOverallID[q] == OverallID)
         {
             temp = q;
             break;
         }
     }
     if(temp == -1)
     {
         return;
     }
     //Finish
     //Once a quest is finished, add it to the finished quest list and remove it from the current quest list.
     QuestSaver.qSaver.FinishedQuest [temp] = true;
     QuestSaver.qSaver.CurrentQuest [temp] = false;
     CurrentQuest = null;
     if (OnQuestFinish != null)
     {
         OnQuestFinish ();
     }
     CheckList ();
     //Save.
     for (int i = 0; i < EQList.Count; i++)
     {
         UpdateQuest (EQList[i].OverallID);
     }
 }
    public override void OnInspectorGUI()
    {
        EQ = target as EasyQuest;
        EditorStyles.textField.wordWrap = true;

        //Quest Name
        GUILayout.BeginHorizontal ();
        GUILayout.Label("Quest Name: ", GUILayout.Width(85));
        EQ.QuestName = EditorGUILayout.TextField (EQ.QuestName, GUILayout.Width(225));
        GUILayout.EndHorizontal ();
        //Quest ID
        GUILayout.BeginHorizontal ();
        GUILayout.Label("Overall ID: ", GUILayout.Width(85));
        EQ.OverallID = int.Parse(GUILayout.TextField (EQ.OverallID.ToString(), GUILayout.Width(125)));
        GUILayout.EndHorizontal ();
        //Progression ID
        GUILayout.BeginHorizontal ();
        GUILayout.Label("Progress ID: ", GUILayout.Width(85));
        EQ.ProgressionID = int.Parse(GUILayout.TextField (EQ.ProgressionID.ToString(), GUILayout.Width(125)));
        GUILayout.EndHorizontal ();
        //Quest ID
        GUILayout.BeginHorizontal ();
        GUILayout.Label("Quest ID: ", GUILayout.Width(85));
        EQ.QuestID = int.Parse(GUILayout.TextField (EQ.QuestID.ToString(), GUILayout.Width(125)));
        GUILayout.EndHorizontal ();
        //Quest Description
        GUILayout.BeginVertical ();
        GUILayout.Label("Quest Description: ", GUILayout.Width(125));
        EQ.Description = EditorGUILayout.TextField (EQ.Description, GUILayout.Height(80));
        GUILayout.EndVertical ();
        //Complete Quest
        GUILayout.BeginVertical ();
        GUILayout.Label("Complete Quest Message: ", GUILayout.Width(175));
        EQ.CompleteQ = EditorGUILayout.TextField (EQ.CompleteQ, GUILayout.Height(20));
        GUILayout.EndVertical ();
        //Player(s)
        GUILayout.BeginHorizontal ();
        GUILayout.Label("Player Tag: ", GUILayout.Width(85));
        EQ.PlayerT = EditorGUILayout.TextField (EQ.PlayerT, GUILayout.Width(125));
        GUILayout.EndHorizontal ();
        //Exp
        GUILayout.BeginHorizontal();
        GUILayout.Label("Exp to Give: ", GUILayout.Width(85));
        EQ.expToGive = int.Parse(GUILayout.TextField(EQ.expToGive.ToString(), GUILayout.Width(125)));
        GUILayout.EndHorizontal();
        //Add/Remove Objectives
        GUILayout.BeginHorizontal();
        if (GUILayout.Button ("Add Objective")) {
            EQ.AmountOfO += 1;
        }
        if (GUILayout.Button ("Remove Objective")) {
            EQ.AmountOfO -= 1;
        }
        GUILayout.EndHorizontal();

        if(EQ.Objs.Count < EQ.AmountOfO){
            EQ.Objs.Add(new ObjectiveT());
        }
        for(int i = 0; i < EQ.AmountOfO; i++){
            //Quest type
            GUILayout.BeginHorizontal ();
            GUILayout.Label("Quest Type: ", GUILayout.Width(85));
            EQ.Objs[i].qType = (QuestType)EditorGUILayout.EnumPopup(EQ.Objs[i].qType);
            GUILayout.EndHorizontal ();
            //World Name
            GUILayout.BeginHorizontal();
            GUILayout.Label("World: ");
            EQ.Objs[i].World = EditorGUILayout.TextField(EQ.Objs[i].World);
            GUILayout.EndHorizontal();
            //Short Description
            GUILayout.BeginHorizontal();
            GUILayout.Label("Short Summary: ", GUILayout.Width(100));
            EQ.Objs[i].sDescript = EditorGUILayout.TextField(EQ.Objs[i].sDescript);
            GUILayout.EndHorizontal();
            GUILayout.Space(2);

            ShowQuestOpt (i);
            GUILayout.Space(14);
        }
    }