/// <summary> /// Adds a new Requirement to the QuestPart. /// </summary> /// <param name="requ"></param> public void AddRequirement(IBehaviourRequirement requ) { if (requirements == null) { requirements = new List <IBehaviourRequirement>(); } requirements.Add(requ); }
/// <summary> /// Adds a new Requirement to the QuestPart. /// </summary> /// <param name="requirementType">RequirementType</param> /// <param name="requirementN">First Requirement Variable, meaning depends on RequirementType</param> /// <param name="requirementV">Second Requirement Variable, meaning depends on RequirementType</param> /// <param name="requirementComparator">Comparator used if some values are veeing compared</param> public void AddRequirement(eRequirementType requirementType, Object requirementN, Object requirementV, eComparator requirementComparator) { IBehaviourRequirement requ = null; Type type = BehaviourMgr.GetTypeForRequirementType(requirementType); if (type != null) { requ = (IBehaviourRequirement)Activator.CreateInstance(type, new object[] { this.NPC, requirementN, requirementV, requirementComparator }); AddRequirement(requ); } else { if (log.IsErrorEnabled) { log.Error("No registered requirement found for RequirementType " + requirementType); } } }
/// <summary> /// Adds a new Requirement to the QuestPart. /// </summary> /// <param name="requ"></param> public void AddRequirement(IBehaviourRequirement requ) { if (requirements == null) requirements = new List<IBehaviourRequirement>(); requirements.Add(requ); }