using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.UI; using RPGCreationKit; using RPGCreationKit.Player; namespace RPGCreationKit { /// /// Allows us to draw and control the QuestManagerUI (diary in the game) /// public class QuestManagerUI : MonoBehaviour { #region Singleton public static QuestManagerUI instance; private void Awake() { if (instance == null) instance = this; else { Debug.LogError("Anomaly detected with the Singleton Pattern of 'QuestManagerUI', are you using multple QuestManagerUI?"); Destroy(this); } } #endregion [HideInInspector] public bool isUIopened = false; /// All the references for canvas elements [Header("Settings")] public GameObject QuestPanelUI; public QuestManagerUI_QuestTab activeQuestTab; public QuestManagerUI_QuestTab completedQuestTab; private QuestManager questManager; [Space(10)] [Header("Quest Tab")] public ToggleGroup activeQuestsInListGroup; public ToggleGroup completedQuestInListGroup; [Space(5)] // References to prefabs [Header("Prefabs")] public GameObject QuestInListPrefab; public GameObject CurrentQuestObjectivePrefab; public GameObject CompletedQuestObjectivePrefab; public GameObject FailedQuestObjectivePrefab; private void Start() { // Take the questManager reference from the singleton of the quest manager questManager = QuestManager.instance; } private void Update() { if (RckPlayer.instance.input.currentActionMap.name == "Player" || RckPlayer.instance.input.currentActionMap.name == "QuestJournalUI") { // Check for input if (RckPlayer.instance.input.currentActionMap.FindAction("QuestJournal").triggered && !InventoryUI.instance.isOpen && !RckPlayer.instance.isInConversation && !RckPlayer.instance.isInteracting && !RckPlayer.instance.isReadingBook && !RckPlayer.instance.isLooting && !TradeSystemUI.instance.isOpen && !TutorialAlertMessage.instance.messageOpened && !RckPlayer.instance.isPickingLock) OpenClose(); } } public void OpenClose() { // If it is not active (so it will be on this run) if (!QuestPanelUI.activeInHierarchy) { UpdateCompletedQuestList(); // Update the CompletedUI before showing it up UpdateActiveQuestList(); // Update the UI before showing it up } // Enable/Disable the panel QuestPanelUI.SetActive(!QuestPanelUI.activeInHierarchy); // If is active if (QuestPanelUI.activeInHierarchy) { // Stop time Time.timeScale = 0; // Set the controls & cursor RckPlayer.instance.EnableDisableControls(false); isUIopened = true; // Update the Interfaces UpdateCompletedQuestsInterface(); UpdateActiveQuestsInterface(); RckPlayer.instance.input.SwitchCurrentActionMap("QuestJournalUI"); } else { // Set time Time.timeScale = 1; // Set the controls & cursor RckPlayer.instance.EnableDisableControls(true); isUIopened = false; // Check if an alert was spawned (by switching quests) and still if is valid if (!questManager.CurrentQuest) { // If it isn't valid, destroy all alerts QuestAlertManager.instance.DestroyAllQuestObjectivesAlert(); QuestManager.instance.OnCurrentQuestChanges(); } RckPlayer.instance.input.SwitchCurrentActionMap("Player"); } } // Update the "Quest Tab" list of quests private void UpdateActiveQuestList() { // Clear the list foreach (Transform t in activeQuestTab.QuestsContent) Destroy(t.gameObject); bool questOnFound = false; // Create the list for (int i = 0; i < questManager.ActiveQuests.Count; i++) { // We instantiate the quest in list and get the references QuestInList questInList = Instantiate(QuestInListPrefab, activeQuestTab.QuestsContent).GetComponent(); Toggle questInListToggle = questInList.GetComponent(); // Set the correct group questInListToggle.group = activeQuestsInListGroup; // Then we assign the QuestInList data questInList.quest = questManager.ActiveQuests[i]; questInList.questName.text = questManager.ActiveQuests[i].questName; // Check the active quest to set the right "yellow dot" (used when we open/close the UI) if (questManager.CurrentQuest == questInList.quest) { questInListToggle.isOn = true; questOnFound = true; questInListToggle.Select(); } // Set the listener to allow "CurrentQuest" switching questInListToggle.onValueChanged.AddListener(questInList.OnValueChanges); } if(!questOnFound) { if (activeQuestTab.QuestsContent.childCount > 0 && activeQuestTab.QuestsContent.GetChild(0) != null) activeQuestTab.QuestsContent.GetChild(0).GetComponent().Select(); } } [HideInInspector] public Quest completedSelectedQuest = null; // Update the "Quest Tab" list of quests private void UpdateCompletedQuestList() { // Clear the list foreach (Transform t in completedQuestTab.QuestsContent) Destroy(t.gameObject); bool questOnFound = false; // Create the list for (int i = 0; i < questManager.CompletedQuests.Count; i++) { // We instantiate the quest in list and get the references QuestInList questInList = Instantiate(QuestInListPrefab, completedQuestTab.QuestsContent).GetComponent(); Toggle questInListToggle = questInList.GetComponent(); // Set the correct group questInListToggle.group = completedQuestInListGroup; // Then we assign the QuestInList data questInList.quest = questManager.CompletedQuests[i]; questInList.questName.text = questManager.CompletedQuests[i].questName; if (completedSelectedQuest == null && i == 0) completedSelectedQuest = questInList.quest; // Check the active quest to set the right "yellow dot" (used when we open/close the UI) if (completedSelectedQuest == questInList.quest) { questInListToggle.isOn = true; questOnFound = true; questInListToggle.Select(); } // Set the listener to allow "CurrentQuest" switching questInListToggle.onValueChanged.AddListener(questInList.OnCompletedQuestValueChanges); } if (!questOnFound) { if (completedQuestTab.QuestsContent.childCount > 0 && completedQuestTab.QuestsContent.GetChild(0) != null) completedQuestTab.QuestsContent.GetChild(0).GetComponent().Select(); } } // Update the quest description & objectives public void UpdateActiveQuestsInterface() { if (questManager.CurrentQuest != null) { Quest curQuest = questManager.CurrentQuest; // Header and description activeQuestTab.questNameHeader.text = "Quest: " + curQuest.questName; activeQuestTab.questObjectivesHeader.text = "Quest Objectives:"; activeQuestTab.questDescription.text = curQuest.questDescription; // Quest Objectives // Clear the list foreach (Transform t in activeQuestTab.QuestObjectivesContent) Destroy(t.gameObject); for (int i = 0; i < curQuest.allStagesActive.Count; i++) { // Spawn the current objective QuestStageInList curQuestObjective = Instantiate(CurrentQuestObjectivePrefab, activeQuestTab.QuestObjectivesContent).GetComponent(); // Set the description curQuestObjective.description.text = curQuest.GetStage(curQuest.allStagesActive[i]).description; } // Spawn the completed objectives List completedQuestStages = curQuest.GetAllCompletedStagesAsInt(); foreach(int qs in completedQuestStages) { if (!curQuest.GetStage(qs).displayLogEntry) // skip for hidden objectives continue; QuestStageInList completedQuestObjective = Instantiate(CompletedQuestObjectivePrefab, activeQuestTab.QuestObjectivesContent).GetComponent(); completedQuestObjective.description.text = curQuest.GetStage(qs).description; } List failedQuestsStages = curQuest.GetAllFailedStagesAsInt(); foreach (int qs in failedQuestsStages) { QuestStageInList failedQuestObjective = Instantiate(FailedQuestObjectivePrefab, activeQuestTab.QuestObjectivesContent).GetComponent(); failedQuestObjective.description.text = curQuest.GetStage(qs).description; } } else // if there is no quest selected { // Clear the list of quest objectives foreach (Transform t in activeQuestTab.QuestObjectivesContent) Destroy(t.gameObject); // Dont display informations activeQuestTab.questNameHeader.text = ""; activeQuestTab.questObjectivesHeader.text = ""; activeQuestTab.questDescription.text = ""; } } /// /// Update the completed quest description & objectives /// public void UpdateCompletedQuestsInterface() { if (completedSelectedQuest != null) { Quest curQuest = completedSelectedQuest; // Header and description completedQuestTab.questNameHeader.text = "Quest: " + curQuest.questName; completedQuestTab.questObjectivesHeader.text = "Quest Objectives:"; completedQuestTab.questDescription.text = curQuest.questDescription; // Quest Objectives // Clear the list foreach (Transform t in completedQuestTab.QuestObjectivesContent) Destroy(t.gameObject); List completedQuestStages = completedSelectedQuest.GetAllCompletedStagesAsInt(); foreach (int qs in completedQuestStages) { if (!curQuest.GetStage(qs).displayLogEntry) // skip for hidden objectives continue; QuestStageInList completedQuestObjective = Instantiate(CompletedQuestObjectivePrefab, completedQuestTab.QuestObjectivesContent).GetComponent(); completedQuestObjective.description.text = curQuest.GetStage(qs).description; } List failedQuestsStages = completedSelectedQuest.GetAllFailedStagesAsInt(); foreach (int qs in failedQuestsStages) { QuestStageInList failedQuestObjective = Instantiate(FailedQuestObjectivePrefab, activeQuestTab.QuestObjectivesContent).GetComponent(); failedQuestObjective.description.text = curQuest.GetStage(qs).description; } /* // Spawn the completed objectives for (int i = curQuest.questStages.Count - 1; i >= 0; i--) { QuestStageInList completedQuestObjective = Instantiate(CompletedQuestObjectivePrefab, completedQuestTab.QuestObjectivesContent).GetComponent(); completedQuestObjective.description.text = curQuest.questStages[i].description; } */ } else // if there is no quest selected { // Clear the list of quest objectives foreach (Transform t in completedQuestTab.QuestObjectivesContent) Destroy(t.gameObject); // Dont display informations completedQuestTab.questNameHeader.text = ""; completedQuestTab.questObjectivesHeader.text = ""; completedQuestTab.questDescription.text = ""; } } // Iterate through all toggles to see if no one is enabled, if so, no current quest is active public void CheckCurrentQuestEnabled() { // if no "QuestInList" toggle is enabled, no current quest is selected. Here we remove the reference if (!activeQuestsInListGroup.ActiveToggles().Any()) questManager.CurrentQuest = null; } // Iterate through all toggles to see if no one is enabled, if so, no current quest is active public void CheckCompletedQuestEnabled() { // if no "QuestInList" toggle is enabled, no current quest is selected. Here we remove the reference if (!completedQuestInListGroup.ActiveToggles().Any()) completedSelectedQuest = null; } } }