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true-history-committee
civilization-iii
Commits
2e584dc7
Commit
2e584dc7
authored
Mar 02, 2018
by
redsuncore
Browse files
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Plain Diff
Quest Now Available
Quest View 구현
parent
fae78858
Changes
9
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Showing
9 changed files
with
808 additions
and
989 deletions
+808
-989
Quest1.prefab
Assets/Prefabs/Quest1.prefab
+47
-5
Quest2.prefab
Assets/Prefabs/Quest2.prefab
+48
-6
Quest3.prefab
Assets/Prefabs/Quest3.prefab
+48
-6
MainScene.unity
Assets/Scenes/MainScene.unity
+44
-913
ManagementUIController.cs
Assets/Scripts/ManagementUIController.cs
+239
-58
Quests.cs
Assets/Scripts/Prefabs/Quests.cs
+367
-0
Quests.cs.meta
Assets/Scripts/Prefabs/Quests.cs.meta
+13
-0
UIManager.cs
Assets/Scripts/UIManager.cs
+1
-0
ProjectVersion.txt
ProjectSettings/ProjectVersion.txt
+1
-1
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Assets/Scripts/ManagementUIController.cs
View file @
2e584dc7
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List
<
GameObject
>
DQQlist
;
//Deploied Quest Queue list
private
List
<
GameObject
>
AQQlist
;
//Accepted Quest Queue list
private
List
<
GameObject
>
CQQlist
;
//Completed Quset Queue list
public
GameObject
DQPrefab
;
public
GameObject
AQPrefab
;
public
GameObject
CQPrefab
;
public
GameObject
proPrefab
;
public
GameObject
depPrefab
;
public
GameObject
productablePrefab
;
// prefab templates
public
GameObject
DQQueue
;
public
GameObject
AQQueue
;
public
GameObject
CQQueue
;
public
GameObject
proQueue
;
public
GameObject
depQueue
;
public
GameObject
EpicQueue
,
HighQueue
,
IntermediateQueue
,
LowQueue
;
// Unit production
public
GameObject
CityQueue
,
CityBuildingQueue
,
NormalBuildingQueue
;
// Building production
public
GameObject
QuestInfo
;
private
Text
[]
questInfotexts
;
//ManageMentUI 갱신 함수
public
void
ManageFunction
()
// Management tab on/off button -> ManageMentUIActive
{
MakeSelectionQ
();
MakeProductionQ
();
MakeDeploymentQ
();
foreach
(
GameObject
dq
in
DQlist
)
{
dq
.
GetComponent
<
DepPrefab
>().
SetButton
(
DQlist
.
IndexOf
(
dq
));
}
}
void
Awake
()
{
DontDestroyOnLoad
(
this
);
if
(
managementUIController
==
null
)
{
managementUIController
=
this
;
}
else
{
Destroy
(
this
);
}
}
void
Start
()
{
if
(
managementUIController
==
this
)
{
gameManager
=
GameManager
.
I
;
game
=
gameManager
.
Game
;
ASQlist
=
new
List
<
List
<
GameObject
>>();
ASQlist
.
Add
(
EpicQlist
=
new
List
<
GameObject
>());
ASQlist
.
Add
(
HighQlist
=
new
List
<
GameObject
>());
ASQlist
.
Add
(
IntermediateQlist
=
new
List
<
GameObject
>());
ASQlist
.
Add
(
LowQlist
=
new
List
<
GameObject
>());
ASQlist
.
Add
(
CityQlist
=
new
List
<
GameObject
>());
ASQlist
.
Add
(
CityBuildingQlist
=
new
List
<
GameObject
>());
ASQlist
.
Add
(
NormalBuildingQlist
=
new
List
<
GameObject
>());
PQlist
=
new
List
<
GameObject
>();
DQlist
=
new
List
<
GameObject
>();
DQQlist
=
new
List
<
GameObject
>();
AQQlist
=
new
List
<
GameObject
>();
CQQlist
=
new
List
<
GameObject
>();
questInfotexts
=
QuestInfo
.
GetComponentsInChildren
<
Text
>();
}
else
{
Destroy
(
this
);
}
}
void
Update
()
{
//Debug.Log(game);
mProduction
=
game
.
PlayerInTurn
.
Production
;
mDeployment
=
game
.
PlayerInTurn
.
Deployment
;
}
private
void
MakeSelectionQ
()
//선택 큐 프리팹 생성 함수
{
...
...
@@ -55,12 +128,12 @@ public class ManagementUIController : MonoBehaviour {
PartSelectionQ
(
EpicQlist
,
EpicQueue
,
fac
);
}
//내용물 없을 때 빈칸 채우기
foreach
(
var
qlist
in
ASQlist
)
foreach
(
var
qlist
in
ASQlist
)
{
if
(
qlist
.
Count
==
0
)
{
GameObject
productableQueue
;
switch
(
ASQlist
.
IndexOf
(
qlist
))
switch
(
ASQlist
.
IndexOf
(
qlist
))
{
case
0
:
productableQueue
=
EpicQueue
;
...
...
@@ -138,7 +211,7 @@ public class ManagementUIController : MonoBehaviour {
ASQlist
.
Add
(
NormalBuildingQlist
=
new
List
<
GameObject
>());
}
//선택 큐 초기화에 쓰이는 함수
private
void
DeleteSQ
(
List
<
GameObject
>
SQlist
)
private
void
DeleteSQ
(
List
<
GameObject
>
SQlist
)
{
foreach
(
GameObject
sq
in
SQlist
)
{
...
...
@@ -147,61 +220,6 @@ public class ManagementUIController : MonoBehaviour {
SQlist
.
Clear
();
}
//ManageMentUI 갱신 함수
public
void
ManageFunction
()
// Management tab on/off button -> ManageMentUIActive
{
MakeSelectionQ
();
MakeProductionQ
();
MakeDeploymentQ
();
foreach
(
GameObject
dq
in
DQlist
)
{
dq
.
GetComponent
<
DepPrefab
>().
SetButton
(
DQlist
.
IndexOf
(
dq
));
}
}
void
Awake
()
{
DontDestroyOnLoad
(
this
);
if
(
managementUIController
==
null
)
{
managementUIController
=
this
;
}
else
{
Destroy
(
this
);
}
}
void
Start
()
{
if
(
managementUIController
==
this
)
{
gameManager
=
GameManager
.
I
;
game
=
gameManager
.
Game
;
ASQlist
=
new
List
<
List
<
GameObject
>>();
ASQlist
.
Add
(
EpicQlist
=
new
List
<
GameObject
>());
ASQlist
.
Add
(
HighQlist
=
new
List
<
GameObject
>());
ASQlist
.
Add
(
IntermediateQlist
=
new
List
<
GameObject
>());
ASQlist
.
Add
(
LowQlist
=
new
List
<
GameObject
>());
ASQlist
.
Add
(
CityQlist
=
new
List
<
GameObject
>());
ASQlist
.
Add
(
CityBuildingQlist
=
new
List
<
GameObject
>());
ASQlist
.
Add
(
NormalBuildingQlist
=
new
List
<
GameObject
>());
PQlist
=
new
List
<
GameObject
>();
DQlist
=
new
List
<
GameObject
>();
}
else
{
Destroy
(
this
);
}
}
void
Update
()
{
//Debug.Log(game);
mProduction
=
game
.
PlayerInTurn
.
Production
;
mDeployment
=
game
.
PlayerInTurn
.
Deployment
;
}
public
void
MakeProductionQ
()
{
List
<
GameObject
>
tempList
=
new
List
<
GameObject
>();
...
...
@@ -275,6 +293,169 @@ public class ManagementUIController : MonoBehaviour {
dq
.
GetComponent
<
DepPrefab
>().
SetButton
(
DQlist
.
IndexOf
(
dq
));
}
}
public
void
MakeQuestQueue
()
{
List
<
GameObject
>
tempDList
=
new
List
<
GameObject
>();
List
<
GameObject
>
tempAList
=
new
List
<
GameObject
>();
List
<
GameObject
>
tempCList
=
new
List
<
GameObject
>();
Debug
.
Log
(
"QuestQueue making"
);
foreach
(
GameObject
item
in
DQQlist
)
{
Destroy
(
item
);
}
DQQlist
.
Clear
();
foreach
(
GameObject
item
in
AQQlist
)
{
Destroy
(
item
);
}
AQQlist
.
Clear
();
foreach
(
GameObject
item
in
CQQlist
)
{
Destroy
(
item
);
}
CQQlist
.
Clear
();
questList
=
game
.
PlayerInTurn
.
Quests
;
Debug
.
Log
(
"Quest : "
+
questList
.
Count
);
foreach
(
Quest
qst
in
questList
)
{
switch
(
qst
.
Status
)
{
case
QuestStatus
.
Deployed
:
var
dqPrefab
=
Instantiate
(
DQPrefab
,
new
Vector3
(
0f
,
0f
,
0f
),
Quaternion
.
identity
);
dqPrefab
.
transform
.
SetParent
(
DQQueue
.
transform
);
dqPrefab
.
transform
.
localScale
=
new
Vector3
(
1f
,
1f
,
1f
);
dqPrefab
.
transform
.
localPosition
=
new
Vector3
(
0f
,
0f
,
0f
);
dqPrefab
.
name
=
"DQuest"
;
tempDList
.
Add
(
dqPrefab
.
GetComponent
<
Quests
>().
MakeDItem
(
qst
));
break
;
case
QuestStatus
.
Accepted
:
var
aqPrefab
=
Instantiate
(
AQPrefab
,
new
Vector3
(
0f
,
0f
,
0f
),
Quaternion
.
identity
);
aqPrefab
.
transform
.
SetParent
(
AQQueue
.
transform
);
aqPrefab
.
transform
.
localScale
=
new
Vector3
(
1f
,
1f
,
1f
);
aqPrefab
.
transform
.
localPosition
=
new
Vector3
(
0f
,
0f
,
0f
);
aqPrefab
.
name
=
"AQuest"
;
tempAList
.
Add
(
aqPrefab
.
GetComponent
<
Quests
>().
MakeAItem
(
qst
));
break
;
case
QuestStatus
.
Completed
:
var
cqPrefab
=
Instantiate
(
CQPrefab
,
new
Vector3
(
0f
,
0f
,
0f
),
Quaternion
.
identity
);
cqPrefab
.
transform
.
SetParent
(
CQQueue
.
transform
);
cqPrefab
.
transform
.
localScale
=
new
Vector3
(
1f
,
1f
,
1f
);
cqPrefab
.
transform
.
localPosition
=
new
Vector3
(
0f
,
0f
,
0f
);
cqPrefab
.
name
=
"CQuest"
;
tempCList
.
Add
(
cqPrefab
.
GetComponent
<
Quests
>().
MakeCItem
(
qst
));
break
;
case
QuestStatus
.
Disabled
:
break
;
default
:
Debug
.
Log
(
"Undifined Status"
);
throw
new
System
.
Exception
(
"Undifined Status"
);
}
}
if
(
tempDList
.
Count
==
0
)
{
var
dqPrefab
=
Instantiate
(
DQPrefab
,
new
Vector3
(
0f
,
0f
,
0f
),
Quaternion
.
identity
);
dqPrefab
.
transform
.
SetParent
(
DQQueue
.
transform
);
dqPrefab
.
transform
.
localScale
=
new
Vector3
(
1f
,
1f
,
1f
);
dqPrefab
.
transform
.
localPosition
=
new
Vector3
(
0f
,
0f
,
0f
);
dqPrefab
.
name
=
"DQuest_null"
;
tempDList
.
Add
(
dqPrefab
.
GetComponent
<
Quests
>().
MakeDItem
());
}
DQQlist
=
tempDList
;
if
(
tempAList
.
Count
==
0
)
{
var
aqPrefab
=
Instantiate
(
AQPrefab
,
new
Vector3
(
0f
,
0f
,
0f
),
Quaternion
.
identity
);
aqPrefab
.
transform
.
SetParent
(
AQQueue
.
transform
);
aqPrefab
.
transform
.
localScale
=
new
Vector3
(
1f
,
1f
,
1f
);
aqPrefab
.
transform
.
localPosition
=
new
Vector3
(
0f
,
0f
,
0f
);
aqPrefab
.
name
=
"AQuest_null"
;
tempAList
.
Add
(
aqPrefab
.
GetComponent
<
Quests
>().
MakeAItem
());
}
AQQlist
=
tempAList
;
if
(
tempCList
.
Count
==
0
)
{
var
cqPrefab
=
Instantiate
(
CQPrefab
,
new
Vector3
(
0f
,
0f
,
0f
),
Quaternion
.
identity
);
cqPrefab
.
transform
.
SetParent
(
CQQueue
.
transform
);
cqPrefab
.
transform
.
localScale
=
new
Vector3
(
1f
,
1f
,
1f
);
cqPrefab
.
transform
.
localPosition
=
new
Vector3
(
0f
,
0f
,
0f
);
cqPrefab
.
name
=
"CQuest_null"
;
tempCList
.
Add
(
cqPrefab
.
GetComponent
<
Quests
>().
MakeCItem
());
}
CQQlist
=
tempCList
;
foreach
(
GameObject
dq
in
DQQlist
)
{
dq
.
GetComponent
<
Quests
>().
SetDButton
();
}
foreach
(
GameObject
aq
in
AQQlist
)
{
aq
.
GetComponent
<
Quests
>().
SetAButton
();
}
foreach
(
GameObject
cq
in
CQQlist
)
{
cq
.
GetComponent
<
Quests
>().
SetCButton
();
}
}
public
void
SetQuestInfo
(
Quest
qst
)
{
if
(
qst
==
null
)
{
foreach
(
Text
txt
in
questInfotexts
)
{
switch
(
txt
.
name
)
{
default
:
txt
.
text
=
""
;
break
;
}
}
QuestInfo
.
SetActive
(
false
);
}
else
{
foreach
(
Text
txt
in
questInfotexts
)
{
switch
(
txt
.
name
)
{
case
"QuestName"
:
txt
.
text
=
qst
.
Name
;
break
;
case
"Offered Turn"
:
txt
.
text
=
"게시된 턴 : 턴 "
+
qst
.
PostingTurn
;
// qst에서 불러올 수 없음
if
(
qst
.
PostingTurn
==
-
1
)
txt
.
text
=
"게시된 턴 : 턴 1"
;
break
;
case
"Available Turns"
:
txt
.
text
=
"게시 기한 : "
+
qst
.
LeftTurn
+
"턴 동안"
;
if
(
qst
.
LimitTurn
==
-
1
)
txt
.
text
=
"게시 기한 : 영구히"
;
break
;
case
"Deadline"
:
txt
.
text
=
"제한 기한 : "
+
qst
.
LimitTurn
+
"까지"
;
if
(
qst
.
LimitTurn
==
-
1
)
txt
.
text
=
"제한 기한 : 없음"
;
break
;
case
"Country Name"
:
//txt.text = "게시 국가 : " + qst.Requester.ToString();
break
;
case
"Conditions"
:
txt
.
text
=
qst
.
GoalNotice
;
break
;
case
"Rewards"
:
txt
.
text
=
qst
.
RewardNotice
;
break
;
default
:
txt
.
text
=
""
;
break
;
}
}
QuestInfo
.
SetActive
(
true
);
}
}
public
static
ManagementUIController
GetManagementUIController
()
{
if
(
managementUIController
==
null
)
...
...
Assets/Scripts/Prefabs/Quests.cs
0 → 100644
View file @
2e584dc7
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
UnityEngine.UI
;
using
CivModel
;
using
CivModel.Common
;
public
class
Quests
:
MonoBehaviour
{
public
Quest
quest
;
private
Text
[]
textarguments
;
private
Image
[]
images
;
private
Button
[]
buttons
;
// Use this for initialization
void
Start
()
{
textarguments
=
gameObject
.
GetComponentsInChildren
<
Text
>();
images
=
gameObject
.
GetComponentsInChildren
<
Image
>();
buttons
=
gameObject
.
GetComponentsInChildren
<
Button
>();
}
// Update is called once per frame
void
Update
()
{
}
public
void
AcceptItem
(
Quest
qst
)
{
qst
.
Accept
();
ManagementUIController
.
GetManagementUIController
().
MakeQuestQueue
();
}
public
void
CompleteItem
(
Quest
quest
)
{
quest
.
Complete
();
ManagementUIController
.
GetManagementUIController
().
MakeQuestQueue
();
}
public
GameObject
MakeDItem
(
Quest
quest
)
{
textarguments
=
gameObject
.
GetComponentsInChildren
<
Text
>();
images
=
gameObject
.
GetComponentsInChildren
<
Image
>();
buttons
=
gameObject
.
GetComponentsInChildren
<
Button
>();
this
.
quest
=
quest
;
string
leftturn
;
if
(
quest
.
LeftTurn
==
-
1
)
{
leftturn
=
"영구적"
;
}
else
{
leftturn
=
quest
.
LeftTurn
.
ToString
()
+
"턴 남음"
;
}
//image관리
//.sprite = Resources.Load<Sprite>("Unit_portrait/" + nameofProduction + "_portrait");
foreach
(
Text
txt
in
textarguments
)
{
switch
(
txt
.
name
)
{
case
"Country"
:
//txt.text = quest.Requester.ToString();
break
;
case
"NumberOfUnits"
:
txt
.
text
=
"X 1"
;
break
;
case
"TurnsLeft"
:
txt
.
text
=
leftturn
;
break
;
}
}
return
this
.
gameObject
;
}
public
GameObject
MakeDItem
()
{
textarguments
=
gameObject
.
GetComponentsInChildren
<
Text
>();
images
=
gameObject
.
GetComponentsInChildren
<
Image
>();
buttons
=
gameObject
.
GetComponentsInChildren
<
Button
>();
quest
=
null
;
foreach
(
Image
img
in
images
)
{
switch
(
img
.
name
)
{
case
"Portrait"
:
img
.
enabled
=
false
;
break
;
case
"ResourceImage"
:
img
.
enabled
=
false
;
break
;
}
}
foreach
(
Text
txt
in
textarguments
)
{
switch
(
txt
.
name
)
{
case
"Country"
:
txt
.
text
=
"비었음"
;
break
;
case
"NumberOfUnits"
:
txt
.
text
=
""
;
break
;
case
"TurnsLeft"
:
txt
.
text
=
""
;
break
;
}
}
foreach
(
Button
but
in
buttons
)
{
but
.
enabled
=
false
;
}
return
this
.
gameObject
;
}
public
void
SetDButton
()
{
if
(
quest
==
null
)
{
foreach
(
Button
but
in
buttons
)
{
switch
(
but
.
name
)
{
case
"DQuest_null"
:
break
;
default
:
but
.
gameObject
.
SetActive
(
false
);
break
;
}
}
}
else
{
foreach
(
Button
but
in
buttons
)
{
switch
(
but
.
name
)
{
case
"Take"
:
but
.
onClick
.
AddListener
(
delegate
()
{
AcceptItem
(
quest
);
});
break
;
case
"DQuest"
:
but
.
onClick
.
AddListener
(
delegate
()
{
ShowInfoofQuest
(
quest
);
});
break
;
default
:
Debug
.
Log
(
"Undifined Button : "
+
but
.
name
);
break
;
}
}
}
}
public
GameObject
MakeAItem
(
Quest
quest
)
{
textarguments
=
gameObject
.
GetComponentsInChildren
<
Text
>();
images
=
gameObject
.
GetComponentsInChildren
<
Image
>();
buttons
=
gameObject
.
GetComponentsInChildren
<
Button
>();
this
.
quest
=
quest
;
string
leftturn
;
if
(
quest
.
LeftTurn
==
-
1
)
{
leftturn
=
"영구적"
;
}
else
{
leftturn
=
quest
.
LeftTurn
.
ToString
()
+
"턴 남음"
;
}
//image관리
//.sprite = Resources.Load<Sprite>("Unit_portrait/" + nameofProduction + "_portrait");
foreach
(
Text
txt
in
textarguments
)
{
switch
(
txt
.
name
)
{
case
"Country"
:
//txt.text = quest.Requester.ToString();
break
;
case
"NumberOfUnits"
:
txt
.
text
=
"X 1"
;
break
;
case
"TurnsLeft"
:
txt
.
text
=
leftturn
;
break
;
}
}
return
this
.
gameObject
;
}
public
GameObject
MakeAItem
()
{
textarguments
=
gameObject
.
GetComponentsInChildren
<
Text
>();
images
=
gameObject
.
GetComponentsInChildren
<
Image
>();
buttons
=
gameObject
.
GetComponentsInChildren
<
Button
>();
quest
=
null
;
foreach
(
Image
img
in
images
)
{
switch
(
img
.
name
)
{
case
"Portrait"
:
img
.
enabled
=
false
;
break
;
case
"ResourceImage"
:
img
.
enabled
=
false
;
break
;
}
}
foreach
(
Text
txt
in
textarguments
)
{
switch
(
txt
.
name
)
{
case
"Country"
:
txt
.
text
=
"비었음"
;
break
;
case
"NumberOfUnits"
:
txt
.
text
=
""
;
break
;
case
"TurnsLeft"
:
txt
.
text
=
""
;
break
;
}
}
foreach
(
Button
but
in
buttons
)
{
but
.
enabled
=
false
;
}
return
this
.
gameObject
;
}
public
void
SetAButton
()
{
if
(
quest
==
null
)
{
foreach
(
Button
but
in
buttons
)
{
switch
(
but
.
name
)
{
case
"AQuest_null"
:
break
;
default
:
but
.
gameObject
.
SetActive
(
false
);
break
;
}
}
}
else
{
foreach
(
Button
but
in
buttons
)
{
switch
(
but
.
name
)
{
case
"AQuest"
:
but
.
onClick
.
AddListener
(
delegate
()
{
ShowInfoofQuest
(
quest
);
});
break
;
default
:
Debug
.
Log
(
"Undifined Button : "
+
but
.
name
);
break
;
}
}
}
}
public
GameObject
MakeCItem
(
Quest
quest
)
{
textarguments
=
gameObject
.
GetComponentsInChildren
<
Text
>();
images
=
gameObject
.
GetComponentsInChildren
<
Image
>();
buttons
=
gameObject
.
GetComponentsInChildren
<
Button
>();
this
.
quest
=
quest
;
//image관리
//.sprite = Resources.Load<Sprite>("Unit_portrait/" + nameofProduction + "_portrait");
foreach
(
Text
txt
in
textarguments
)
{
switch
(
txt
.
name
)
{
case
"Country"
:
//txt.text = quest.Requester.ToString();
break
;
case
"NumberOfUnits"
:
txt
.
text
=
"X 1"
;
break
;
case
"TurnsLeft"
:
txt
.
text
=
"종료됨"
;
//몇 턴에 끝났는지 읽어올 방법 없음.
break
;
}
}
return
this
.
gameObject
;
}
public
GameObject
MakeCItem
()
{
textarguments
=
gameObject
.
GetComponentsInChildren
<
Text
>();
images
=
gameObject
.
GetComponentsInChildren
<
Image
>();
buttons
=
gameObject
.
GetComponentsInChildren
<
Button
>();
quest
=
null
;
foreach
(
Image
img
in
images
)
{
switch
(
img
.
name
)
{
case
"Portrait"
:
img
.
enabled
=
false
;
break
;
case
"ResourceImage"
:
img
.
enabled
=
false
;
break
;
}
}
foreach
(
Text
txt
in
textarguments
)
{
switch
(
txt
.
name
)
{
case
"Country"
:
txt
.
text
=
"비었음"
;
break
;
case
"NumberOfUnits"
:
txt
.
text
=
""
;
break
;
case
"TurnsLeft"
:
txt
.
text
=
""
;
break
;
}
}
foreach
(
Button
but
in
buttons
)
{
but
.
enabled
=
false
;
}
return
this
.
gameObject
;
}
public
void
SetCButton
()
{
if
(
quest
==
null
)
{
foreach
(
Button
but
in
buttons
)
{
switch
(
but
.
name
)
{
case
"CQuest_null"
:
break
;
default
:
but
.
gameObject
.
SetActive
(
false
);
break
;
}
}
}
else
{
foreach
(
Button
but
in
buttons
)
{
switch
(
but
.
name
)
{
case
"CQuest"
:
but
.
onClick
.
AddListener
(
delegate
()
{
ShowInfoofQuest
(
quest
);
});
break
;
default
:
Debug
.
Log
(
"Undifined Button : "
+
but
.
name
);
break
;
}
}
}
}
public
void
ShowInfoofQuest
(
Quest
quest
)
{
ManagementUIController
.
GetManagementUIController
().
SetQuestInfo
(
quest
);
return
;
}
}
Assets/Scripts/Prefabs/Quests.cs.meta
0 → 100644
View file @
2e584dc7
fileFormatVersion: 2
guid: 6e9dcfa9a45da2f45bdcbdc531c3f51b
timeCreated: 1519904732
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/UIManager.cs
View file @
2e584dc7
...
...
@@ -135,6 +135,7 @@ public class UIManager : MonoBehaviour {
public
void
QuestUIActive
()
// Quest UI tab
{
SkillSet
.
SetActive
(
false
);
uicontroller
.
MakeQuestQueue
();
QuestUI
.
SetActive
(
true
);
MapUI
.
SetActive
(
false
);
ManagementUI
.
SetActive
(
false
);
...
...
ProjectSettings/ProjectVersion.txt
View file @
2e584dc7
m_EditorVersion: 2017.
1.0p4
m_EditorVersion: 2017.
3.0f3
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