959e80cf72
assets upload description.
383 lines
14 KiB
C#
383 lines
14 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.UI;
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using RPGCreationKit;
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using RPGCreationKit.Player;
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namespace RPGCreationKit
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{
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/// <summary>
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/// Allows us to draw and control the QuestManagerUI (diary in the game)
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/// </summary>
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public class QuestManagerUI : MonoBehaviour
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{
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#region Singleton
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public static QuestManagerUI instance;
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private void Awake()
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{
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if (instance == null)
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instance = this;
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else
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{
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Debug.LogError("Anomaly detected with the Singleton Pattern of 'QuestManagerUI', are you using multple QuestManagerUI?");
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Destroy(this);
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}
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}
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#endregion
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[HideInInspector]
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public bool isUIopened = false;
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/// All the references for canvas elements
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[Header("Settings")]
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public GameObject QuestPanelUI;
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public QuestManagerUI_QuestTab activeQuestTab;
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public QuestManagerUI_QuestTab completedQuestTab;
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private QuestManager questManager;
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[Space(10)]
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[Header("Quest Tab")]
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public ToggleGroup activeQuestsInListGroup;
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public ToggleGroup completedQuestInListGroup;
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[Space(5)]
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// References to prefabs
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[Header("Prefabs")]
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public GameObject QuestInListPrefab;
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public GameObject CurrentQuestObjectivePrefab;
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public GameObject CompletedQuestObjectivePrefab;
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public GameObject FailedQuestObjectivePrefab;
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private void Start()
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{
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// Take the questManager reference from the singleton of the quest manager
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questManager = QuestManager.instance;
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}
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private void Update()
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{
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if (RckPlayer.instance.input.currentActionMap.name == "Player" || RckPlayer.instance.input.currentActionMap.name == "QuestJournalUI")
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{
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// Check for input
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if (RckPlayer.instance.input.currentActionMap.FindAction("QuestJournal").triggered &&
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!InventoryUI.instance.isOpen && !RckPlayer.instance.isInConversation && !RckPlayer.instance.isInteracting &&
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!RckPlayer.instance.isReadingBook && !RckPlayer.instance.isLooting && !TradeSystemUI.instance.isOpen && !TutorialAlertMessage.instance.messageOpened)
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OpenClose();
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}
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}
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public void OpenClose()
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{
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// If it is not active (so it will be on this run)
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if (!QuestPanelUI.activeInHierarchy)
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{
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UpdateCompletedQuestList(); // Update the CompletedUI before showing it up
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UpdateActiveQuestList(); // Update the UI before showing it up
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}
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// Enable/Disable the panel
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QuestPanelUI.SetActive(!QuestPanelUI.activeInHierarchy);
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// If is active
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if (QuestPanelUI.activeInHierarchy)
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{
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// Stop time
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Time.timeScale = 0;
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// Set the controls & cursor
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RckPlayer.instance.EnableDisableControls(false);
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isUIopened = true;
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// Update the Interfaces
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UpdateCompletedQuestsInterface();
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UpdateActiveQuestsInterface();
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RckPlayer.instance.input.SwitchCurrentActionMap("QuestJournalUI");
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}
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else
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{
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// Set time
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Time.timeScale = 1;
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// Set the controls & cursor
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RckPlayer.instance.EnableDisableControls(true);
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isUIopened = false;
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// Check if an alert was spawned (by switching quests) and still if is valid
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if (!questManager.CurrentQuest)
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{
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// If it isn't valid, destroy all alerts
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QuestAlertManager.instance.DestroyAllQuestObjectivesAlert();
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QuestManager.instance.OnCurrentQuestChanges();
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}
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RckPlayer.instance.input.SwitchCurrentActionMap("Player");
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}
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}
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// Update the "Quest Tab" list of quests
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private void UpdateActiveQuestList()
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{
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// Clear the list
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foreach (Transform t in activeQuestTab.QuestsContent)
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Destroy(t.gameObject);
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bool questOnFound = false;
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// Create the list
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for (int i = 0; i < questManager.ActiveQuests.Count; i++)
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{
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// We instantiate the quest in list and get the references
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QuestInList questInList =
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Instantiate(QuestInListPrefab, activeQuestTab.QuestsContent).GetComponent<QuestInList>();
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Toggle questInListToggle = questInList.GetComponent<Toggle>();
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// Set the correct group
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questInListToggle.group = activeQuestsInListGroup;
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// Then we assign the QuestInList data
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questInList.quest = questManager.ActiveQuests[i];
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questInList.questName.text = questManager.ActiveQuests[i].questName;
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// Check the active quest to set the right "yellow dot" (used when we open/close the UI)
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if (questManager.CurrentQuest == questInList.quest)
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{
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questInListToggle.isOn = true;
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questOnFound = true;
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questInListToggle.Select();
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}
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// Set the listener to allow "CurrentQuest" switching
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questInListToggle.onValueChanged.AddListener(questInList.OnValueChanges);
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}
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if(!questOnFound)
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{
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if (activeQuestTab.QuestsContent.childCount > 0 && activeQuestTab.QuestsContent.GetChild(0) != null)
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activeQuestTab.QuestsContent.GetChild(0).GetComponent<Toggle>().Select();
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}
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}
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[HideInInspector]
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public Quest completedSelectedQuest = null;
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// Update the "Quest Tab" list of quests
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private void UpdateCompletedQuestList()
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{
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// Clear the list
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foreach (Transform t in completedQuestTab.QuestsContent)
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Destroy(t.gameObject);
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bool questOnFound = false;
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// Create the list
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for (int i = 0; i < questManager.CompletedQuests.Count; i++)
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{
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// We instantiate the quest in list and get the references
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QuestInList questInList =
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Instantiate(QuestInListPrefab, completedQuestTab.QuestsContent).GetComponent<QuestInList>();
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Toggle questInListToggle = questInList.GetComponent<Toggle>();
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// Set the correct group
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questInListToggle.group = completedQuestInListGroup;
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// Then we assign the QuestInList data
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questInList.quest = questManager.CompletedQuests[i];
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questInList.questName.text = questManager.CompletedQuests[i].questName;
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if (completedSelectedQuest == null && i == 0)
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completedSelectedQuest = questInList.quest;
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// Check the active quest to set the right "yellow dot" (used when we open/close the UI)
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if (completedSelectedQuest == questInList.quest)
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{
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questInListToggle.isOn = true;
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questOnFound = true;
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questInListToggle.Select();
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}
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// Set the listener to allow "CurrentQuest" switching
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questInListToggle.onValueChanged.AddListener(questInList.OnCompletedQuestValueChanges);
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}
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if (!questOnFound)
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{
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if (completedQuestTab.QuestsContent.childCount > 0 && completedQuestTab.QuestsContent.GetChild(0) != null)
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completedQuestTab.QuestsContent.GetChild(0).GetComponent<Toggle>().Select();
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}
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}
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// Update the quest description & objectives
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public void UpdateActiveQuestsInterface()
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{
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if (questManager.CurrentQuest != null)
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{
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Quest curQuest = questManager.CurrentQuest;
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// Header and description
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activeQuestTab.questNameHeader.text = "Quest: " + curQuest.questName;
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activeQuestTab.questObjectivesHeader.text = "Quest Objectives:";
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activeQuestTab.questDescription.text = curQuest.questDescription;
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// Quest Objectives
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// Clear the list
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foreach (Transform t in activeQuestTab.QuestObjectivesContent)
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Destroy(t.gameObject);
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for (int i = 0; i < curQuest.allStagesActive.Count; i++)
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{
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// Spawn the current objective
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QuestStageInList curQuestObjective =
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Instantiate(CurrentQuestObjectivePrefab, activeQuestTab.QuestObjectivesContent).GetComponent<QuestStageInList>();
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// Set the description
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curQuestObjective.description.text = curQuest.GetStage(curQuest.allStagesActive[i]).description;
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}
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// Spawn the completed objectives
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List<int> completedQuestStages = curQuest.GetAllCompletedStagesAsInt();
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foreach(int qs in completedQuestStages)
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{
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if (!curQuest.GetStage(qs).displayLogEntry) // skip for hidden objectives
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continue;
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QuestStageInList completedQuestObjective =
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Instantiate(CompletedQuestObjectivePrefab, activeQuestTab.QuestObjectivesContent).GetComponent<QuestStageInList>();
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completedQuestObjective.description.text = curQuest.GetStage(qs).description;
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}
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List<int> failedQuestsStages = curQuest.GetAllFailedStagesAsInt();
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foreach (int qs in failedQuestsStages)
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{
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QuestStageInList failedQuestObjective =
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Instantiate(FailedQuestObjectivePrefab, activeQuestTab.QuestObjectivesContent).GetComponent<QuestStageInList>();
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failedQuestObjective.description.text = curQuest.GetStage(qs).description;
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}
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}
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else // if there is no quest selected
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{
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// Clear the list of quest objectives
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foreach (Transform t in activeQuestTab.QuestObjectivesContent)
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Destroy(t.gameObject);
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// Dont display informations
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activeQuestTab.questNameHeader.text = "";
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activeQuestTab.questObjectivesHeader.text = "";
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activeQuestTab.questDescription.text = "";
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}
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}
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/// <summary>
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/// Update the completed quest description & objectives
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/// </summary>
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public void UpdateCompletedQuestsInterface()
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{
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if (completedSelectedQuest != null)
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{
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Quest curQuest = completedSelectedQuest;
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// Header and description
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completedQuestTab.questNameHeader.text = "Quest: " + curQuest.questName;
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completedQuestTab.questObjectivesHeader.text = "Quest Objectives:";
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completedQuestTab.questDescription.text = curQuest.questDescription;
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// Quest Objectives
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// Clear the list
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foreach (Transform t in completedQuestTab.QuestObjectivesContent)
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Destroy(t.gameObject);
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List<int> completedQuestStages = completedSelectedQuest.GetAllCompletedStagesAsInt();
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foreach (int qs in completedQuestStages)
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{
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if (!curQuest.GetStage(qs).displayLogEntry) // skip for hidden objectives
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continue;
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QuestStageInList completedQuestObjective =
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Instantiate(CompletedQuestObjectivePrefab, completedQuestTab.QuestObjectivesContent).GetComponent<QuestStageInList>();
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completedQuestObjective.description.text = curQuest.GetStage(qs).description;
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}
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List<int> failedQuestsStages = completedSelectedQuest.GetAllFailedStagesAsInt();
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foreach (int qs in failedQuestsStages)
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{
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QuestStageInList failedQuestObjective =
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Instantiate(FailedQuestObjectivePrefab, activeQuestTab.QuestObjectivesContent).GetComponent<QuestStageInList>();
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failedQuestObjective.description.text = curQuest.GetStage(qs).description;
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}
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/*
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// Spawn the completed objectives
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for (int i = curQuest.questStages.Count - 1; i >= 0; i--)
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{
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QuestStageInList completedQuestObjective =
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Instantiate(CompletedQuestObjectivePrefab, completedQuestTab.QuestObjectivesContent).GetComponent<QuestStageInList>();
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completedQuestObjective.description.text = curQuest.questStages[i].description;
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}
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*/
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}
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else // if there is no quest selected
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{
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// Clear the list of quest objectives
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foreach (Transform t in completedQuestTab.QuestObjectivesContent)
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Destroy(t.gameObject);
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// Dont display informations
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completedQuestTab.questNameHeader.text = "";
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completedQuestTab.questObjectivesHeader.text = "";
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completedQuestTab.questDescription.text = "";
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}
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}
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// Iterate through all toggles to see if no one is enabled, if so, no current quest is active
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public void CheckCurrentQuestEnabled()
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{
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// if no "QuestInList" toggle is enabled, no current quest is selected. Here we remove the reference
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if (!activeQuestsInListGroup.ActiveToggles().Any())
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questManager.CurrentQuest = null;
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}
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// Iterate through all toggles to see if no one is enabled, if so, no current quest is active
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public void CheckCompletedQuestEnabled()
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{
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// if no "QuestInList" toggle is enabled, no current quest is selected. Here we remove the reference
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if (!completedQuestInListGroup.ActiveToggles().Any())
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completedSelectedQuest = null;
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}
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}
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} |