Quick Start
Start with a tiny working version
The most important job of a quest log is not to hold lots of text. It is to make the current objective obvious.
Build it in small code pieces
1. 値を用意する
Inspectorで変更できる値と表示先を置きます。
csharp
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float questStep = 1f;
[SerializeField] private float completedTasks = 2f;
[SerializeField] private float journalEntry = 3f;2. 状態を変える
ボタンを押した時に、1つだけ状態を進めます。
csharp
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "受注する" : step == 1 ? "進行を記録" : "次の目的を出す";
if (statusText != null)
{
statusText.text = $"{label}\nquestStep={questStep:0.##}\ncompletedTasks={completedTasks:0.##}\njournalEntry={journalEntry:0.##}";
}3. 画面に表示する
変わった結果を画面に出して確認します。
csharp
if (statusText != null)
{
statusText.text = $"{label}\nquestStep={questStep:0.##}\ncompletedTasks={completedTasks:0.##}\njournalEntry={journalEntry:0.##}";
}
Debug.Log($"クエストログと進行ジャーナル: {label}");Complete script
csharp
using UnityEngine;
using TMPro;
public class QuestJournalTutorial : MonoBehaviour
{
[SerializeField] private TextMeshProUGUI statusText;
[SerializeField] private float questStep = 1f;
[SerializeField] private float completedTasks = 2f;
[SerializeField] private float journalEntry = 3f;
private int step;
public void NextStep()
{
step = (step + 1) % 3;
var label = step == 0 ? "受注する" : step == 1 ? "進行を記録" : "次の目的を出す";
if (statusText != null)
{
statusText.text = $"{label}\nquestStep={questStep:0.##}\ncompletedTasks={completedTasks:0.##}\njournalEntry={journalEntry:0.##}";
}
Debug.Log($"クエストログと進行ジャーナル: {label}");
}
}Inspector
Connect the UI reference in the Inspector, then use the button to confirm each value changes.
Summary
What to take away
A beginner-friendly guide to writing clearer objectives, separating main and optional tasks, and making progress easier to resume.
The page is designed to help you move from reading to a small practical decision. Use the checklist above before jumping into the next related article.
Read next
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