/// <summary>
        /// Your GUI should call this when the player clicks to toggle quest tracking.
        /// </summary>
        /// <param name="data">Ignored.</param>
        public virtual void ClickTrackQuest(object data)
        {
            if (string.IsNullOrEmpty(selectedQuest))
            {
                return;
            }
            bool track = !QuestLog.IsQuestTrackingEnabled(selectedQuest);

            QuestLog.SetQuestTracking(selectedQuest, track);
        }
        /// <summary>
        /// Your GUI should call this when the player clicks to toggle quest tracking.
        /// </summary>
        /// <param name="data">Ignored.</param>
        public virtual void ClickTrackQuest(object data)
        {
            if (string.IsNullOrEmpty(selectedQuest))
            {
                return;
            }
            bool track = !QuestLog.IsQuestTrackingEnabled(selectedQuest);

            QuestLog.SetQuestTracking(selectedQuest, track);
            DialogueManager.instance.BroadcastMessage(track ? DialogueSystemMessages.OnQuestTrackingEnabled : DialogueSystemMessages.OnQuestTrackingDisabled, selectedQuest, SendMessageOptions.DontRequireReceiver);
        }
示例#3
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        /// <summary>
        /// Your GUI should call this when the player clicks to toggle quest tracking.
        /// </summary>
        /// <param name="data">Ignored.</param>
        public void ClickTrackQuest(object data)
        {
            if (string.IsNullOrEmpty(SelectedQuest))
            {
                return;
            }
            bool track = !QuestLog.IsQuestTrackingEnabled(SelectedQuest);

            QuestLog.SetQuestTracking(SelectedQuest, track);
            ShowQuests(currentQuestStateMask);
            DialogueManager.Instance.BroadcastMessage(track ? "OnQuestTrackingEnabled" : "OnQuestTrackingDisabled", SelectedQuest, SendMessageOptions.DontRequireReceiver);
        }