using I2.Loc; using TMPro; using UnityEngine; public class QuestEntry : MonoBehaviour { public TextMeshProUGUI questText; public TextMeshProUGUI numericalCondition; public GameObject equippableConditionsParent; public QuestConditionEquippable equippableConditionPrefab; public CanvasGroup canvasGroup; public void Init(Quest data, int index, bool completed) { string text = ""; switch (index) { case 0: text += "A."; break; case 1: text += "B."; break; case 2: text += "C."; break; case 3: text += "D."; break; case 4: text += "E."; break; case 5: text += "F."; break; case 6: text += "G."; break; case 7: text += "H."; break; } text += " "; text += ""; switch (data.questType) { case Quest.EType.AchieveScoreOf: equippableConditionsParent.SetActive(value: false); numericalCondition.gameObject.SetActive(value: true); numericalCondition.text = data.achieveScoreOf.ToString(); text += LocalizationManager.GetTranslation("Quests/Achieve Score"); break; case Quest.EType.BeatTheLevel: equippableConditionsParent.SetActive(value: false); numericalCondition.gameObject.SetActive(value: false); text += LocalizationManager.GetTranslation("Quests/Achieve Victory"); break; case Quest.EType.BeatTheLevelWith: equippableConditionsParent.SetActive(value: true); numericalCondition.gameObject.SetActive(value: false); text += LocalizationManager.GetTranslation("Quests/Achieve Victory With"); foreach (Equippable item in data.beatTheLevelWith) { Object.Instantiate(equippableConditionPrefab, equippableConditionsParent.transform).SetData(item); } break; case Quest.EType.BeatTheLevelWithout: equippableConditionsParent.SetActive(value: true); numericalCondition.gameObject.SetActive(value: false); text += LocalizationManager.GetTranslation("Quests/Achieve Victory Without"); foreach (Equippable item2 in data.beatTheLevelWithout) { Object.Instantiate(equippableConditionPrefab, equippableConditionsParent.transform).SetData(item2); } break; } questText.text = text; if (completed) { canvasGroup.alpha = 0.1f; } } }