dear,
following up on my question on your youtube video
i have here the screenshots for the Quest Giver component
<<<
here is the screenshot for the player component
and here is the configuration for the Journal Button
here is my game view how i organized it
thanks in advance
Quests not showing
Re: Quests not showing
Hi,
Thank you for posting the screenshots.
Do you want the Quest Giver NPC's quest dialogue to appear when the player clicks on the Quest Giver NPC?
If so, then you will want to configure the Quest Giver NPC to invoke QuestGiver.StartDialogueWithPlayer() when the players clicks on it.
One way to do this is to add a world space canvas to the NPC. Add a UI Button to the canvas. Configure the Button's OnClick() event to invoke QuestGiver.StartDialogueWithPlayer().
Another way is to add a script that has an OnMouseDown() method. (Note: This method works with Unity's built-in input manager, but it does not work with the new Input System package in case you've switched to the new Input System.)
Here's an example script:
MouseDownEvent.cs
If you add this script and a collider to the Quest Giver NPC, the script will have an OnMouseDown() UnityEvent. You can configure the UnityEvent to call QuestGiver.StartDialogueWithPlayer().
Thank you for posting the screenshots.
Do you want the Quest Giver NPC's quest dialogue to appear when the player clicks on the Quest Giver NPC?
If so, then you will want to configure the Quest Giver NPC to invoke QuestGiver.StartDialogueWithPlayer() when the players clicks on it.
One way to do this is to add a world space canvas to the NPC. Add a UI Button to the canvas. Configure the Button's OnClick() event to invoke QuestGiver.StartDialogueWithPlayer().
Another way is to add a script that has an OnMouseDown() method. (Note: This method works with Unity's built-in input manager, but it does not work with the new Input System package in case you've switched to the new Input System.)
Here's an example script:
MouseDownEvent.cs
Code: Select all
using UnityEngine;
using UnityEngine.Events;
public class MouseDownEvent : MonoBehaviour
{
public UnityEvent onMouseDown;
private void OnMouseDown()
{
onMouseDown.Invoke();
}
}