ActiveQuestUI.cs 30 KB

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  1. using UnityEngine;
  2. using UnityEngine.UIElements;
  3. using System.Collections.Generic;
  4. using System.Collections;
  5. using Unity.VisualScripting;
  6. using System;
  7. public class ActiveQuestUI : MonoBehaviour, IClickBlocker
  8. {
  9. [Header("UI References")]
  10. public UIDocument uiDocument;
  11. // Main UI elements
  12. private VisualElement questTracker;
  13. private Label trackerTitle;
  14. private Button questLogButton;
  15. private Button toggleTrackerButton;
  16. private ScrollView activeQuestsList;
  17. private Label noQuestsMessage;
  18. private VisualElement quickActions;
  19. private Button showAllButton;
  20. private Button trackLocationButton;
  21. private Button abandonQuestButton;
  22. // Popup elements
  23. private VisualElement questDetailsPopup;
  24. private VisualElement popupContent;
  25. private Label popupTitle;
  26. private Button closePopupButton;
  27. private VisualElement popupDetails;
  28. private VisualElement questInfo;
  29. private VisualElement objectivesList;
  30. private VisualElement rewardsList;
  31. private VisualElement popupActions;
  32. private Button trackButton;
  33. private Button navigateButton;
  34. // Notification elements
  35. private VisualElement completionNotification;
  36. private VisualElement progressNotification;
  37. // Exposed flag other systems can check to know UI is capturing pointer
  38. // State
  39. private ActiveQuest selectedQuest;
  40. private bool isUIVisible = false;
  41. private List<VisualElement> questEntries = new List<VisualElement>();
  42. [System.NonSerialized]
  43. private bool recentlyHandledClick = false; // Flag to prevent map clicks when UI handles them
  44. public bool IsVisible => isUIVisible;
  45. void OnEnable()
  46. {
  47. ClickBlockingHelper.RegisterWithClickManager(this);
  48. // Refresh quest list when returning from scenes (like settlements)
  49. // Use a coroutine to ensure other systems are ready
  50. StartCoroutine(RefreshOnEnable());
  51. }
  52. void OnDisable() => ClickBlockingHelper.UnregisterWithClickManager(this);
  53. private IEnumerator RefreshOnEnable()
  54. {
  55. // Wait a frame to ensure other systems are initialized
  56. yield return new WaitForEndOfFrame();
  57. // Check if we need to refresh the quest list
  58. if (QuestManager.Instance != null)
  59. {
  60. Debug.Log("ActiveQuestUI: OnEnable refresh - updating quest list");
  61. RefreshQuestList();
  62. }
  63. }
  64. /// <summary>
  65. /// Sets a temporary flag to block travel system clicks when UI handles a click event.
  66. /// This is much more reliable than trying to calculate coordinates manually.
  67. /// </summary>
  68. private void SetClickFlag()
  69. {
  70. ClickBlockingHelper.SetClickFlag("ActiveQuestUI", this, (flag) => recentlyHandledClick = flag);
  71. }
  72. private void Start()
  73. {
  74. Debug.Log("ActiveQuestUI: Start called");
  75. InitializeUI();
  76. SubscribeToEvents();
  77. // Delay quest refresh to ensure QuestManager is fully initialized
  78. StartCoroutine(DelayedQuestRefresh());
  79. }
  80. private IEnumerator DelayedQuestRefresh()
  81. {
  82. yield return new WaitForEndOfFrame();
  83. Debug.Log("ActiveQuestUI: Performing delayed quest refresh");
  84. RefreshQuestList();
  85. }
  86. private void InitializeUI()
  87. {
  88. if (uiDocument == null)
  89. uiDocument = GetComponent<UIDocument>();
  90. var root = uiDocument.rootVisualElement;
  91. if (root == null)
  92. {
  93. return;
  94. }
  95. // Ensure root doesn't block other UI - set to ignore picking
  96. root.pickingMode = PickingMode.Ignore;
  97. // Ensure this UI has proper sorting order to be above map but below modals
  98. if (uiDocument.sortingOrder == 0)
  99. {
  100. uiDocument.sortingOrder = 10; // Above map, below modals like TravelUI
  101. }
  102. // Get main elements
  103. questTracker = root.Q<VisualElement>("quest-tracker");
  104. trackerTitle = root.Q<Label>("tracker-title");
  105. questLogButton = root.Q<Button>("quest-log-button");
  106. toggleTrackerButton = root.Q<Button>("toggle-tracker-button");
  107. activeQuestsList = root.Q<ScrollView>("active-quests-list");
  108. noQuestsMessage = root.Q<Label>("no-quests-message");
  109. quickActions = root.Q<VisualElement>("quick-actions");
  110. showAllButton = root.Q<Button>("show-all-button");
  111. trackLocationButton = root.Q<Button>("track-location-button");
  112. abandonQuestButton = root.Q<Button>("abandon-quest-button");
  113. // Get popup elements
  114. questDetailsPopup = root.Q<VisualElement>("quest-details-popup");
  115. popupContent = root.Q<VisualElement>("popup-content");
  116. popupTitle = root.Q<Label>("popup-title");
  117. closePopupButton = root.Q<Button>("close-popup-button");
  118. popupDetails = root.Q<VisualElement>("popup-details");
  119. questInfo = root.Q<VisualElement>("quest-info");
  120. objectivesList = root.Q<VisualElement>("objectives-list");
  121. rewardsList = root.Q<VisualElement>("rewards-list");
  122. popupActions = root.Q<VisualElement>("popup-actions");
  123. trackButton = root.Q<Button>("track-button");
  124. navigateButton = root.Q<Button>("navigate-button");
  125. // Get notification elements
  126. completionNotification = root.Q<VisualElement>("completion-notification");
  127. progressNotification = root.Q<VisualElement>("progress-notification");
  128. // Set up event handlers
  129. questLogButton.clicked += () => OpenFullQuestLog();
  130. toggleTrackerButton.clicked += () => ToggleQuestTracker();
  131. showAllButton.clicked += () => OpenFullQuestLog();
  132. trackLocationButton.clicked += () => TrackSelectedQuest();
  133. abandonQuestButton.clicked += () => AbandonSelectedQuest();
  134. closePopupButton.clicked += () => CloseQuestDetails();
  135. trackButton.clicked += () => TrackSelectedQuest();
  136. navigateButton.clicked += () => NavigateToQuest();
  137. // Initially hide popup and notifications
  138. if (questDetailsPopup != null)
  139. questDetailsPopup.style.display = DisplayStyle.None;
  140. if (completionNotification != null)
  141. completionNotification.style.display = DisplayStyle.None;
  142. if (progressNotification != null)
  143. progressNotification.style.display = DisplayStyle.None;
  144. // Update tracker title with count
  145. UpdateTrackerTitle();
  146. isUIVisible = true;
  147. }
  148. private bool isTrackerMinimized = false;
  149. private void ToggleQuestTracker()
  150. {
  151. isTrackerMinimized = !isTrackerMinimized;
  152. if (isTrackerMinimized)
  153. {
  154. // Hide the quest list and actions, only show header
  155. if (activeQuestsList != null)
  156. activeQuestsList.style.display = DisplayStyle.None;
  157. if (quickActions != null)
  158. quickActions.style.display = DisplayStyle.None;
  159. if (noQuestsMessage != null)
  160. noQuestsMessage.style.display = DisplayStyle.None;
  161. // Change button text to show expand option
  162. if (toggleTrackerButton != null)
  163. toggleTrackerButton.text = "+";
  164. // Make tracker smaller
  165. if (questTracker != null)
  166. {
  167. questTracker.style.height = 40;
  168. questTracker.style.maxHeight = 40;
  169. }
  170. }
  171. else
  172. {
  173. // Show everything again
  174. if (activeQuestsList != null)
  175. activeQuestsList.style.display = DisplayStyle.Flex;
  176. if (quickActions != null)
  177. quickActions.style.display = DisplayStyle.Flex;
  178. // Show no quests message if needed
  179. var activeQuests = QuestManager.Instance?.GetActiveQuests();
  180. if (activeQuests == null || activeQuests.Count == 0)
  181. {
  182. if (noQuestsMessage != null)
  183. noQuestsMessage.style.display = DisplayStyle.Flex;
  184. }
  185. // Change button text back
  186. if (toggleTrackerButton != null)
  187. toggleTrackerButton.text = "−";
  188. // Restore tracker size
  189. if (questTracker != null)
  190. {
  191. questTracker.style.height = StyleKeyword.Auto;
  192. questTracker.style.maxHeight = 350;
  193. }
  194. }
  195. }
  196. private void SubscribeToEvents()
  197. {
  198. Debug.Log("ActiveQuestUI: SubscribeToEvents called");
  199. if (QuestManager.Instance != null)
  200. {
  201. Debug.Log("ActiveQuestUI: QuestManager found, subscribing to events");
  202. QuestManager.Instance.OnQuestAccepted += HandleQuestAccepted;
  203. QuestManager.Instance.OnQuestCompleted += HandleQuestCompleted;
  204. QuestManager.Instance.OnQuestAbandoned += HandleQuestAbandoned;
  205. QuestManager.Instance.OnQuestFailed += HandleQuestFailed;
  206. }
  207. else
  208. {
  209. Debug.LogWarning("ActiveQuestUI: QuestManager.Instance is null during SubscribeToEvents!");
  210. }
  211. }
  212. private void OnDestroy()
  213. {
  214. // Unregister from ClickManager
  215. ClickBlockingHelper.UnregisterWithClickManager(this);
  216. // Unregister from QuestManager events
  217. if (QuestManager.Instance != null)
  218. {
  219. QuestManager.Instance.OnQuestAccepted -= HandleQuestAccepted;
  220. QuestManager.Instance.OnQuestCompleted -= HandleQuestCompleted;
  221. QuestManager.Instance.OnQuestAbandoned -= HandleQuestAbandoned;
  222. QuestManager.Instance.OnQuestFailed -= HandleQuestFailed;
  223. }
  224. }
  225. #region Quest List Management
  226. private void RefreshQuestList()
  227. {
  228. Debug.Log("ActiveQuestUI: RefreshQuestList called");
  229. ClearQuestList();
  230. if (QuestManager.Instance == null)
  231. {
  232. Debug.LogWarning("ActiveQuestUI: QuestManager.Instance is null");
  233. ShowNoQuestsMessage();
  234. return;
  235. }
  236. var activeQuests = QuestManager.Instance.GetActiveQuests();
  237. Debug.Log($"ActiveQuestUI: Found {activeQuests.Count} active quests");
  238. if (activeQuests.Count == 0)
  239. {
  240. Debug.Log("ActiveQuestUI: No active quests found, showing no quests message");
  241. ShowNoQuestsMessage();
  242. return;
  243. }
  244. Debug.Log("ActiveQuestUI: Creating quest entries");
  245. HideNoQuestsMessage();
  246. foreach (var quest in activeQuests)
  247. {
  248. Debug.Log($"ActiveQuestUI: Creating entry for quest: {quest.questData.questTitle}");
  249. CreateQuestEntry(quest);
  250. }
  251. UpdateTrackerTitle();
  252. UpdateQuickActions();
  253. }
  254. private void ClearQuestList()
  255. {
  256. questEntries.Clear();
  257. activeQuestsList?.Clear();
  258. }
  259. private void ShowNoQuestsMessage()
  260. {
  261. if (noQuestsMessage != null)
  262. noQuestsMessage.style.display = DisplayStyle.Flex;
  263. if (quickActions != null)
  264. quickActions.style.display = DisplayStyle.None;
  265. }
  266. private void HideNoQuestsMessage()
  267. {
  268. if (noQuestsMessage != null)
  269. noQuestsMessage.style.display = DisplayStyle.None;
  270. if (quickActions != null)
  271. quickActions.style.display = DisplayStyle.Flex;
  272. }
  273. private void CreateQuestEntry(ActiveQuest quest)
  274. {
  275. var entry = new VisualElement();
  276. entry.AddToClassList("quest-entry-compact");
  277. // Header with title and urgency
  278. var header = new VisualElement();
  279. header.AddToClassList("quest-compact-header");
  280. var title = new Label(quest.questData.questTitle);
  281. title.AddToClassList("quest-compact-title");
  282. var urgency = new VisualElement();
  283. urgency.AddToClassList("quest-compact-urgency");
  284. urgency.AddToClassList(GetUrgencyClass(quest.GetUrgencyLevel()));
  285. header.Add(title);
  286. header.Add(urgency);
  287. // Info row with progress and time
  288. var info = new VisualElement();
  289. info.AddToClassList("quest-compact-info");
  290. var progress = new Label($"{quest.GetCompletedObjectivesCount()}/{quest.questData.goals.Count} objectives");
  291. progress.AddToClassList("quest-compact-progress"); var timeRemaining = new Label(GetTimeRemainingText(quest));
  292. timeRemaining.AddToClassList("quest-compact-time");
  293. info.Add(progress);
  294. info.Add(timeRemaining);
  295. entry.Add(header);
  296. entry.Add(info);
  297. // Click handler
  298. entry.RegisterCallback<ClickEvent>(evt => SelectQuest(quest, entry));
  299. activeQuestsList.Add(entry);
  300. questEntries.Add(entry);
  301. }
  302. private string GetUrgencyClass(QuestUrgency urgency)
  303. {
  304. switch (urgency)
  305. {
  306. case QuestUrgency.Low: return "urgency-low";
  307. case QuestUrgency.Medium: return "urgency-medium";
  308. case QuestUrgency.High: return "urgency-high";
  309. case QuestUrgency.Critical: return "urgency-critical";
  310. default: return "urgency-low";
  311. }
  312. }
  313. private string GetTimeRemainingText(ActiveQuest quest)
  314. {
  315. if (quest.questData.timeLimit <= 0)
  316. return "No time limit";
  317. float remaining = quest.GetTimeRemaining();
  318. if (remaining <= 0)
  319. return "EXPIRED";
  320. if (remaining < 1f)
  321. return "< 1 hour";
  322. if (remaining < 24f)
  323. return $"{Mathf.CeilToInt(remaining)}h";
  324. return $"{Mathf.CeilToInt(remaining / 24f)}d";
  325. }
  326. private void UpdateTrackerTitle()
  327. {
  328. Debug.Log("UpdateTrackerTitle called");
  329. if (trackerTitle == null)
  330. {
  331. Debug.LogWarning("trackerTitle is null!");
  332. return;
  333. }
  334. int activeCount = QuestManager.Instance?.GetActiveQuests().Count ?? 0;
  335. string newTitle = $"Active Quests ({activeCount})";
  336. Debug.Log($"Setting tracker title to: '{newTitle}'");
  337. trackerTitle.text = newTitle;
  338. // Force update the display
  339. if (questTracker != null)
  340. {
  341. questTracker.style.display = DisplayStyle.Flex;
  342. Debug.Log("Ensured questTracker is visible");
  343. }
  344. }
  345. #endregion
  346. #region Selection and Actions
  347. private void SelectQuest(ActiveQuest quest, VisualElement entry)
  348. {
  349. // Deselect previous
  350. foreach (var questEntry in questEntries)
  351. {
  352. questEntry.RemoveFromClassList("selected");
  353. }
  354. // Select new
  355. entry.AddToClassList("selected");
  356. selectedQuest = quest;
  357. UpdateQuickActions();
  358. }
  359. private void UpdateQuickActions()
  360. {
  361. if (quickActions == null) return;
  362. bool hasSelection = selectedQuest != null;
  363. trackLocationButton?.SetEnabled(hasSelection);
  364. abandonQuestButton?.SetEnabled(hasSelection);
  365. }
  366. private void TrackSelectedQuest()
  367. {
  368. if (selectedQuest == null) return;
  369. // Focus camera on quest location
  370. var questMapMarkerManager = FindFirstObjectByType<QuestMapMarkerManager>();
  371. if (questMapMarkerManager != null)
  372. {
  373. questMapMarkerManager.FocusOnQuest(selectedQuest);
  374. Debug.Log($"Tracking quest: {selectedQuest.questData.questTitle}");
  375. }
  376. // Show quest details popup
  377. ShowQuestDetails(selectedQuest);
  378. }
  379. private void AbandonSelectedQuest()
  380. {
  381. if (selectedQuest == null) return;
  382. // Show confirmation dialog (simplified for now)
  383. if (QuestManager.Instance != null)
  384. {
  385. QuestManager.Instance.AbandonQuest(selectedQuest.questId);
  386. }
  387. }
  388. private void OpenFullQuestLog()
  389. {
  390. if (selectedQuest != null)
  391. {
  392. ShowQuestDetails(selectedQuest);
  393. }
  394. else
  395. {
  396. // Open the Adventures Guild UI or a quest log scene
  397. Debug.Log("Opening full quest log...");
  398. }
  399. }
  400. private void NavigateToQuest()
  401. {
  402. if (selectedQuest == null) return;
  403. // Set travel destination to quest location
  404. // var travelSystem = FindFirstObjectByType<TravelSystem>();
  405. // if (travelSystem != null)
  406. // {
  407. // Vector2 questLocation = new Vector2(selectedQuest.questData.targetLocationX, selectedQuest.questData.targetLocationY);
  408. // travelSystem.SetDestination(questLocation);
  409. // Debug.Log($"Navigating to quest at {questLocation}");
  410. // }
  411. Vector2 questLocation = new Vector2(selectedQuest.questData.targetLocationX, selectedQuest.questData.targetLocationY);
  412. Debug.Log($"Navigating to quest at {questLocation}");
  413. }
  414. #endregion
  415. #region Quest Details Popup
  416. private void ShowQuestDetails(ActiveQuest quest)
  417. {
  418. if (questDetailsPopup == null) return;
  419. // Populate quest info
  420. PopulateQuestDetails(quest);
  421. // Show popup
  422. if (questDetailsPopup != null)
  423. questDetailsPopup.style.display = DisplayStyle.Flex;
  424. }
  425. private void CloseQuestDetails()
  426. {
  427. if (questDetailsPopup != null)
  428. questDetailsPopup.style.display = DisplayStyle.None;
  429. }
  430. private void PopulateQuestDetails(ActiveQuest quest)
  431. {
  432. if (popupTitle != null)
  433. popupTitle.text = quest.questData.questTitle;
  434. if (questInfo == null) return;
  435. questInfo.Clear();
  436. // Title and difficulty
  437. var title = new Label(quest.questData.questTitle);
  438. title.AddToClassList("quest-title");
  439. questInfo.Add(title);
  440. var difficulty = new Label(quest.questData.difficulty.ToString().ToUpper());
  441. difficulty.AddToClassList("quest-difficulty");
  442. difficulty.AddToClassList($"difficulty-{quest.questData.difficulty.ToString().ToLower()}");
  443. questInfo.Add(difficulty);
  444. // Status bar
  445. var status = new VisualElement();
  446. status.AddToClassList("quest-status");
  447. var timeLabel = new Label(GetDetailedTimeText(quest));
  448. timeLabel.AddToClassList("time-remaining");
  449. var locationLabel = new Label($"Location: {quest.questData.targetLocationName}");
  450. locationLabel.AddToClassList("quest-location");
  451. status.Add(timeLabel);
  452. status.Add(locationLabel);
  453. questInfo.Add(status);
  454. // Description
  455. var descSection = new VisualElement();
  456. descSection.AddToClassList("section");
  457. var descHeader = new Label("Description");
  458. descHeader.AddToClassList("section-header");
  459. descSection.Add(descHeader);
  460. var description = new Label(quest.questData.description);
  461. description.AddToClassList("quest-description");
  462. descSection.Add(description);
  463. questInfo.Add(descSection);
  464. // Objectives
  465. PopulateObjectives(quest);
  466. // Rewards
  467. PopulateRewards(quest);
  468. }
  469. private void PopulateObjectives(ActiveQuest quest)
  470. {
  471. if (objectivesList == null) return;
  472. objectivesList.Clear();
  473. var section = new VisualElement();
  474. section.AddToClassList("section");
  475. var header = new Label("Objectives");
  476. header.AddToClassList("section-header");
  477. section.Add(header);
  478. // Progress bar
  479. var progressContainer = new VisualElement();
  480. progressContainer.AddToClassList("progress-container");
  481. var progressBar = new VisualElement();
  482. progressBar.AddToClassList("progress-bar");
  483. var progressFill = new VisualElement();
  484. progressFill.AddToClassList("progress-fill");
  485. int completed = quest.GetCompletedObjectivesCount();
  486. int total = quest.questData.objectives.Count;
  487. float percentage = total > 0 ? (float)completed / total * 100f : 0f;
  488. progressFill.style.width = new Length(percentage, LengthUnit.Percent);
  489. progressBar.Add(progressFill);
  490. var progressText = new Label($"{completed}/{total}");
  491. progressText.AddToClassList("progress-text");
  492. progressContainer.Add(progressBar);
  493. progressContainer.Add(progressText);
  494. section.Add(progressContainer);
  495. // Objective list
  496. var objList = new VisualElement();
  497. objList.AddToClassList("objectives-list");
  498. for (int i = 0; i < quest.questData.objectives.Count; i++)
  499. {
  500. var objective = quest.questData.objectives[i];
  501. bool isCompleted = quest.GetObjectiveProgress(i) >= objective.targetAmount;
  502. var objItem = new VisualElement();
  503. objItem.AddToClassList("objective-item-popup");
  504. var status = new VisualElement();
  505. status.AddToClassList("objective-status-popup");
  506. if (isCompleted)
  507. status.AddToClassList("objective-completed-popup");
  508. var text = new Label(objective.description);
  509. text.AddToClassList("objective-text-popup");
  510. var progress = new Label($"{quest.GetObjectiveProgress(i)}/{objective.targetAmount}");
  511. progress.AddToClassList("objective-progress-popup");
  512. objItem.Add(status);
  513. objItem.Add(text);
  514. objItem.Add(progress);
  515. objList.Add(objItem);
  516. }
  517. section.Add(objList);
  518. objectivesList.Add(section);
  519. }
  520. private void PopulateRewards(ActiveQuest quest)
  521. {
  522. if (rewardsList == null) return;
  523. rewardsList.Clear();
  524. var section = new VisualElement();
  525. section.AddToClassList("section");
  526. var header = new Label("Rewards");
  527. header.AddToClassList("section-header");
  528. section.Add(header);
  529. var rewards = new VisualElement();
  530. rewards.AddToClassList("rewards-list");
  531. if (quest.questData.goldReward > 0)
  532. {
  533. var goldReward = new Label($"🪙 {quest.questData.goldReward} Gold");
  534. goldReward.AddToClassList("reward-item");
  535. rewards.Add(goldReward);
  536. }
  537. if (quest.questData.renownReward > 0)
  538. {
  539. var renownReward = new Label($"⭐ {quest.questData.renownReward} Renown");
  540. renownReward.AddToClassList("reward-item");
  541. rewards.Add(renownReward);
  542. }
  543. foreach (var item in quest.questData.itemRewards)
  544. {
  545. if (item != null)
  546. {
  547. var itemReward = new Label($"📦 {item}");
  548. itemReward.AddToClassList("reward-item");
  549. rewards.Add(itemReward);
  550. }
  551. }
  552. section.Add(rewards);
  553. rewardsList.Add(section);
  554. }
  555. private string GetDetailedTimeText(ActiveQuest quest)
  556. {
  557. if (quest.questData.timeLimit <= 0)
  558. return "No time limit";
  559. float remaining = quest.GetTimeRemaining();
  560. if (remaining <= 0)
  561. return "QUEST EXPIRED";
  562. if (remaining < 1f)
  563. return $"{Mathf.RoundToInt(remaining * 60f)} minutes remaining";
  564. if (remaining < 24f)
  565. return $"{Mathf.RoundToInt(remaining)} hours remaining";
  566. int days = Mathf.FloorToInt(remaining / 24f);
  567. int hours = Mathf.RoundToInt(remaining % 24f);
  568. return $"{days}d {hours}h remaining";
  569. }
  570. #endregion
  571. #region Event Handlers
  572. private void HandleQuestAccepted(ActiveQuest quest)
  573. {
  574. Debug.Log($"ActiveQuestUI: HandleQuestAccepted called for quest {quest.questData.questTitle}");
  575. RefreshQuestList();
  576. }
  577. private void HandleQuestCompleted(ActiveQuest quest, List<QuestReward> rewards)
  578. {
  579. Debug.Log($"ActiveQuestUI: HandleQuestCompleted called for quest {quest.questData.questTitle}");
  580. ShowCompletionNotification(quest, rewards);
  581. RefreshQuestList();
  582. }
  583. private void HandleQuestAbandoned(ActiveQuest quest)
  584. {
  585. Debug.Log($"ActiveQuestUI: HandleQuestAbandoned called for quest {quest.questData.questTitle}");
  586. if (selectedQuest?.questData == quest.questData)
  587. selectedQuest = null;
  588. RefreshQuestList();
  589. }
  590. private void HandleQuestFailed(ActiveQuest quest)
  591. {
  592. Debug.Log($"ActiveQuestUI: HandleQuestFailed called for quest {quest.questData.questTitle}");
  593. if (selectedQuest?.questData == quest.questData)
  594. selectedQuest = null;
  595. RefreshQuestList();
  596. }
  597. private void HandleQuestProgress(ActiveQuest quest, int objectiveIndex, int newProgress)
  598. {
  599. // Update the specific quest entry
  600. RefreshQuestList();
  601. // Show progress notification if objective completed
  602. if (quest.questData.objectives[objectiveIndex].targetAmount <= newProgress)
  603. {
  604. ShowProgressNotification(quest, objectiveIndex);
  605. }
  606. }
  607. #endregion
  608. #region Notifications
  609. private void ShowCompletionNotification(ActiveQuest quest, List<QuestReward> rewards)
  610. {
  611. if (completionNotification == null) return;
  612. var content = completionNotification.Q<VisualElement>("notification-content");
  613. if (content == null) return;
  614. content.Clear();
  615. var icon = new Label("✅");
  616. icon.AddToClassList("completion-icon");
  617. content.Add(icon);
  618. var title = new Label("Quest Completed!");
  619. title.AddToClassList("completion-title");
  620. content.Add(title);
  621. var questTitle = new Label(quest.questData.questTitle);
  622. questTitle.AddToClassList("completed-quest-title");
  623. content.Add(questTitle);
  624. var rewardsText = new Label("Rewards: " + GetRewardsText(rewards));
  625. rewardsText.AddToClassList("completion-rewards");
  626. content.Add(rewardsText);
  627. if (completionNotification != null)
  628. completionNotification.style.display = DisplayStyle.Flex;
  629. // Auto-hide after 5 seconds
  630. StartCoroutine(HideNotificationAfterDelay(completionNotification, 5f));
  631. }
  632. private void ShowProgressNotification(ActiveQuest quest, int objectiveIndex)
  633. {
  634. if (progressNotification == null) return;
  635. var content = progressNotification.Q<VisualElement>("progress-notification-content");
  636. if (content == null) return;
  637. content.Clear();
  638. var icon = new Label("🎯");
  639. icon.AddToClassList("progress-icon");
  640. content.Add(icon);
  641. var title = new Label("Objective Complete!");
  642. title.AddToClassList("progress-title");
  643. content.Add(title);
  644. var objective = new Label(quest.questData.objectives[objectiveIndex].description);
  645. objective.AddToClassList("completed-objective");
  646. content.Add(objective);
  647. if (progressNotification != null)
  648. progressNotification.style.display = DisplayStyle.Flex;
  649. // Auto-hide after 3 seconds
  650. StartCoroutine(HideNotificationAfterDelay(progressNotification, 3f));
  651. }
  652. private IEnumerator HideNotificationAfterDelay(VisualElement notification, float delay)
  653. {
  654. yield return new WaitForSeconds(delay);
  655. if (notification != null)
  656. notification.style.display = DisplayStyle.None;
  657. }
  658. private string GetRewardsText(List<QuestReward> rewards)
  659. {
  660. var rewardTexts = new List<string>();
  661. foreach (var reward in rewards)
  662. {
  663. switch (reward.type)
  664. {
  665. case QuestRewardType.Gold:
  666. rewardTexts.Add($"{reward.amount} Gold");
  667. break;
  668. case QuestRewardType.Renown:
  669. rewardTexts.Add($"{reward.amount} Renown");
  670. break;
  671. case QuestRewardType.Item:
  672. if (reward.item != null)
  673. rewardTexts.Add(reward.item.name);
  674. break;
  675. }
  676. }
  677. return string.Join(", ", rewardTexts);
  678. }
  679. #endregion
  680. public bool IsBlockingClick(Vector2 screenPosition)
  681. {
  682. // Primary method: Check if we recently handled a UI click
  683. if (recentlyHandledClick)
  684. {
  685. Debug.Log("🚫 ActiveQuestUI: Blocking click due to recent UI interaction");
  686. return true;
  687. }
  688. // If UI is not visible, don't block anything
  689. if (!isUIVisible)
  690. {
  691. return false;
  692. }
  693. // Dynamic coordinate-based approach: Block clicks in the quest tracker area
  694. // This needs to account for the expanded quest panel when it shows more options
  695. float questPanelWidth = 320f; // Approximate width of quest panel
  696. float questPanelHeight = 250f; // Larger height to cover expanded panel (was 120f)
  697. float questPanelX = 20f; // Left edge
  698. float questPanelY = Screen.height - questPanelHeight - 20f; // Top edge (converted to screen coords)
  699. // Alternative: Try to get actual bounds from the quest tracker if available
  700. if (questTracker != null)
  701. {
  702. try
  703. {
  704. // Try to use the actual UI element bounds if possible
  705. var bounds = questTracker.worldBound;
  706. if (bounds.width > 0 && bounds.height > 0)
  707. {
  708. // Convert UI bounds to screen coordinates
  709. questPanelX = bounds.x;
  710. questPanelY = Screen.height - bounds.y - bounds.height;
  711. questPanelWidth = bounds.width;
  712. questPanelHeight = bounds.height;
  713. Debug.Log($"🔍 Using actual UI bounds: x={questPanelX}, y={questPanelY}, w={questPanelWidth}, h={questPanelHeight}");
  714. }
  715. }
  716. catch (System.Exception e)
  717. {
  718. Debug.LogWarning($"Failed to get UI bounds, using fallback: {e.Message}");
  719. }
  720. }
  721. bool inQuestArea = screenPosition.x >= questPanelX &&
  722. screenPosition.x <= questPanelX + questPanelWidth &&
  723. screenPosition.y >= questPanelY &&
  724. screenPosition.y <= questPanelY + questPanelHeight;
  725. if (inQuestArea)
  726. {
  727. Debug.Log($"🛡️ ActiveQuestUI: Blocking click in quest area at {screenPosition} (quest area: {questPanelX}-{questPanelX + questPanelWidth}, {questPanelY}-{questPanelY + questPanelHeight})");
  728. return true;
  729. }
  730. // Don't block clicks outside the quest area
  731. return false;
  732. }
  733. }