public Quest AssignQuest(string questName) { if (assignedQuests.Find(quest => quest.questName == questName)) { Debug.Log("Quest already assigned."); return(null); } Quest questToAdd = (Quest)gameObject.AddComponent(System.Type.GetType(questName)); assignedQuests.Add(questToAdd); questDatabase.AddQuest(questToAdd); QuestUIItem questUIClone = Instantiate(questUIItem, questUIParent); questUIClone.Setup(questToAdd); return(questToAdd); }
public Quest AssignQuest(string questName) { if (assignedQuests.Find(quest => quest.questName == questName)) { Debug.LogWarning("Quest already assigned!"); return(null); } quest = (Quest)gameObject.AddComponent(System.Type.GetType(questName)); if (quest == null) { Debug.LogError("questToAdd = null"); } else { assignedQuests.Add(quest); questDatabase.AddQuest(quest); Invoke("InstantiateQuestUIItem", 2.0f); return(quest); } return(null); }
public Quest AssignQuest(string questName) { foreach (Quest q in assignedQuests) { if (q.questName == questName) { Debug.LogWarning("La quete est déja assigné"); return(null); } } // trouver la quete a partir de son nom Quest questToAdd = (Quest)gameObject.AddComponent(System.Type.GetType(questName)); assignedQuests.Add(questToAdd); questDatabase.AddQuest(questToAdd); //on ajoute un slot de quete dans le menu déroulant QuestUIItem questUI = Instantiate(questUIItem, questUIParent); //on écris les informations de la quete dans ce slot questUI.Setup(questToAdd); return(questToAdd); }
void SaveNewQuest() { Quest newQuest = new Quest(); newQuest.QuestName = questName; newQuest.QuestID = questID; newQuest.QuestShortDesc = questShortDesc; newQuest.QuestCurrencyReward = questCurrencyReward; newQuest.QuestStages = questStages; newQuest.QuestRequirements = questRequirements; newQuest.QuestItemRewards = questItemRewards; // Check that the given ID isn't already in the database. if (RequirementsMet(questID)) { questDatabase.AddQuest(newQuest); } else { Debug.LogError("A Quest with that ID (" + newQuest.QuestID + ") already exists."); } }