// Start is called before the first frame update void Awake() { objectiveArrow = GetComponent <ObjectiveArrow>(); data = new ObjectiveArrowsData { objectiveEnabled = objectiveArrow.objectiveEnabled, objectiveKeepDisabled = objectiveArrow.objectiveKeepDisabled, enableArrows = objectiveArrow.enableArrows, objectiveList = objectiveArrow.objectiveList }; //get/set }
public override void setLoadData(object obj) { if (objectiveArrow == null) { objectiveArrow = GetComponent <ObjectiveArrow>(); } data = (ObjectiveArrowsData)obj; objectiveArrow.objectiveEnabled = data.objectiveEnabled; objectiveArrow.objectiveKeepDisabled = data.objectiveKeepDisabled; objectiveArrow.enableArrows = data.enableArrows; objectiveArrow.objectiveList = data.objectiveList; }
public SpaceCamera(Objective objective, AbilitySelector selector, ObjectiveArrow objectiveArrow, Image objectiveCircle, Camera camera, CameraFlash cameraFlash, SceneChanger sceneChanger, Text level) { this.objective = objective; this.selector = selector; this.objectiveArrow = objectiveArrow; this.objectiveCircle = objectiveCircle; this.camera = camera; this.cameraFlash = cameraFlash; this.sceneChanger = sceneChanger; this.level = level; // By default, off this.objectiveCircle.gameObject.SetActive(false); this.objectiveArrow.gameObject.SetActive(false); }