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