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QuestManager.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class QuestManager : MonoBehaviour {
public bool questOne, questTwo, questThree;
public QuestGiver qg;
public GameObject sword, keyOne, keyTwo;
void Start(){
questOne = false;
questTwo = false;
questThree = false;
}
void Update (){
if (sword.activeInHierarchy) {
CompleteSwordAdvice ();
}
if (!keyOne.activeInHierarchy) {
CompleteQuestOne ();
}
if (!keyTwo.activeInHierarchy) {
CompleteQuestTwo ();
}
}
void CompleteSwordAdvice(){
qg.InitSwordUsage ();
}
public void CompleteQuestOne(){
questOne = true;
qg.InitQuestTwo ();
}
public void CompleteQuestTwo(){
questTwo = true;
qg.InitQuestThree ();
}
public void CompleteQuestThree(){
questThree = true;
}
/*public static QuestManager Instance { get; set; }
public bool[] questLog = new bool[3];
public GameObject questPanel;
[HideInInspector]
public Text name, description, status;
public int index;
public bool completed;
void Awake () {
name = questPanel.transform.Find ("Name").GetComponent<Text>();
description = questPanel.transform.Find ("Description").GetComponent<Text> ();
}
public void AddNewQuest (string name, string description, int questNo){
this.description.text = description;
this.name.text = name;
questLog.SetValue (false, questNo - 1);
this.status.text = "In Progress";
questPanel.SetActive (true);
}
void CompleteQuest (int questNo){
questLog.SetValue (true, questNo - 1);
status.text = "Completed";
}
public bool TraverseAll(){
if(questLog[0] && questLog[1] && questLog[2] == true)
return true;
else
return false;
}*/
}