1 & 2. Add a Dialogue System Events component, or a script with an OnQuestStateChange() method, to the Dialogue Manager. If you use Dialogue System Events, add a script with a method that you can hook up to the OnQuestStateChange() UnityEvent. In the method, check the quest state and do something. For example, the script might look like this:
QuestStateEvents.cs
Code: Select all
// Uses built-in OnQuestStateChanged() method.
using System;
using UnityEngine;
using PixelCrushers.DialogueSystem;
[Serializable]
public class QuestEvents
{
[QuestPopup] public string requiredQuestName;
public UnityEvent onAccepted;
public UnityEvent onCompleted;
}
public class QuestStateEvents : MonoBehaviour
{
public QuestEvents[] questEvents;
void OnQuestStateChange(string questName)
{
QuestState state = QuestLog.GetQuestState(questName);
foreach (QuestEvents questEvent in questEvents)
{
if (questEvent.requiredQuestName == questName)
{
if (state == QuestState.Active) questEvent.onAccepted.Invoke();
else if (quest == QuestState.Success) questEvent.onCompleted.Invoke();
}
}
}
}
3. Or you can assign a replacement method to QuestLog.SetQuestStateOverride. Your replacement can call the default method and then do extra work. Example:
Spoiler
Code: Select all
QuestLog.SetQuestStateOverride = CustomSetQuestState;
void CustomSetQuestState(string questName, string stateString)
{
QuestLog.DefaultSetQuestState(questName, stateString);
QuestState state = QuestLog.StringToState(stateString);
if (state == QuestState.Active) // do something
else if (state == QuestState.Success) // do something else
}