/* [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();
}
}
/**/