/* [REMOVE THIS LINE] * [REMOVE THIS LINE] To use this template, make a copy and remove the lines that start * [REMOVE THIS LINE] with "[REMOVE THIS LINE]". Then add your code where the comments indicate. * [REMOVE THIS LINE] * [REMOVE THIS LINE] If your code references scripts or assets that are outside of the Plugins * [REMOVE THIS LINE] folder, move this script outside of the Plugins folder, too. * [REMOVE THIS LINE] using UnityEngine; using System; using System.Collections; using System.Collections.Generic; using PixelCrushers.DialogueSystem; /// /// Template quest log window. /// public class TemplateQuestLogWindow : QuestLogWindow { /// /// This handler is called if the player confirms abandonment of a quest. /// private System.Action confirmAbandonQuestHandler = null; public override void OpenWindow(System.Action openedWindowHandler) { // Add your code here to open the quest log window. // When done, call openedWindowHandler: openedWindowHandler(); } public override void CloseWindow(System.Action closedWindowHandler) { // Add your code here to close the quest log window. // When done, call closedWindowHandler: closedWindowHandler(); } public override void OnQuestListUpdated() { // Add your code here to prepare the contents of the quest log window. // You may want to use the following inherited properties: // Quests[]: An array of QuestInfo objects. // SelectedQuest: The title of the currently-selected quest. // NoQuestsMessage: The message to display if Quests[] is empty. // IsShowingActiveQuests: If true, you're viewing active quests. // Otherwise you're viewing the completed quests. } public override void ConfirmAbandonQuest(string title, System.Action confirmAbandonQuestHandler) { // Save the handler to call if the player confirms: this.confirmAbandonQuestHandler = confirmAbandonQuestHandler; // Add your code here to ask the player to confirm abandonment of the quest. // If the player confirms, call confirmAbandonQuestHandler. You'll probably // want to call this in a separate method that gets called when the player // clicks a confirmation button. this.confirmAbandonQuestHandler(); } } /**/