Game Development Reference
In-Depth Information
public GameObject RaceStarterObj;
This script works largely in the same way as
SetupMissionOne
, with some
subtle changes due to the different design needs. As five random quiz cards
are selected (rather than flags), we instantiate
QuizNpc
to stand that loca-
tion:
GameObject QuizNpcInstance =
(GameObject)Instantiate(QuizNpc, QuizPos,
new Quaternion(0,0,0,1));
7. As we loop over the selected questions, we hand off the correct answer pop
up for each NPC question to the
QuizNpc
class itself. The NPC will then
hand this off when the quiz question is actually activated (when player is
close enough to NPC). The NPC stores the reference to the correct answer
pop up through a
QuizNpcHelper
script attached to it as shown in the fol-
lowing code snippet:
QuizNpcIstance.GetComponent<QuizNpcHelper>().SetPrefabReference(
CorrectPopups[k]);
QuizNpcInstance.SetActive(true);
8. We install the QuizCard itself into NPC's
ObjectInteraction
inside the
Prefab member variable of the
setupLevel2
class. This allows
interact-
iveObject
to display the QuizCard when the player is close enough as
shown in the following code snippet:
ObjectInteraction oo =
QuizNpc.GetComponent<objectInteraction>();
if (oo)
oo.prefab = quizPrefab;
9. Then we add
MissionToken
from the current chosen pop up and add it to
missionTokens
of the mission for this level. This way, the mission can track
the randomly chosen quiz questions from this method as shown in the follow-
ing code snippet: