/// <summary> /// Creates new QuestRewardGroup /// </summary> /// <param name="groupId"></param> /// <param name="type"></param> public QuestRewardGroup(int groupId, RewardGroupType type) { this.Rewards = new List <QuestReward>(); this.Id = groupId; this.Type = type; }
/// <summary> /// Creates new QuestRewardGroup /// </summary> /// <param name="groupId"></param> /// <param name="type"></param> public QuestRewardGroup(int groupId, RewardGroupType type) { this.Rewards = new List<QuestReward>(); this.Id = groupId; this.Type = type; }
protected void AddReward(int groupId, RewardGroupType type, QuestResult result, QuestReward reward) { if (!this.RewardGroups.ContainsKey(groupId)) { this.RewardGroups[groupId] = new QuestRewardGroup(groupId, type); } reward.Result = result; this.RewardGroups[groupId].Add(reward); }
/// <summary> /// Adds reward to a specific reward group, that the player can select /// after completing the quest. /// </summary> /// <remarks> /// Mainly used for PTJs. /// </remarks> /// <param name="groupId"></param> /// <param name="type"></param> /// <param name="result"></param> /// <param name="reward"></param> /// <param name="options"></param> protected void AddReward(int groupId, RewardGroupType type, QuestResult result, QuestReward reward, RewardOptions options = RewardOptions.None) { if (!this.RewardGroups.ContainsKey(groupId)) { this.RewardGroups[groupId] = new QuestRewardGroup(groupId, type); } reward.Result = result; reward.Visible = (options & RewardOptions.Hidden) == 0; this.RewardGroups[groupId].Add(reward); }
/// <summary> /// Adds reward to a specific reward group, that the player can select /// after completing the quest. /// </summary> /// <remarks> /// Mainly used for PTJs. /// </remarks> /// <param name="groupId"></param> /// <param name="type"></param> /// <param name="result"></param> /// <param name="reward"></param> protected void AddReward(int groupId, RewardGroupType type, QuestResult result, QuestReward reward) { if (!this.RewardGroups.ContainsKey(groupId)) this.RewardGroups[groupId] = new QuestRewardGroup(groupId, type); reward.Result = result; this.RewardGroups[groupId].Add(reward); }
/// <summary> /// Adds reward to a specific reward group, that the player can select /// after completing the quest. /// </summary> /// <remarks> /// Mainly used for PTJs. /// </remarks> /// <param name="groupId"></param> /// <param name="type"></param> /// <param name="result"></param> /// <param name="reward"></param> /// <param name="options"></param> protected void AddReward(int groupId, RewardGroupType type, QuestResult result, QuestReward reward, RewardOptions options = RewardOptions.None) { if (!this.RewardGroups.ContainsKey(groupId)) this.RewardGroups[groupId] = new QuestRewardGroup(groupId, type); reward.Result = result; reward.Visible = (options & RewardOptions.Hidden) == 0; this.RewardGroups[groupId].Add(reward); }