internal static void Reset() { Initalized = false; Buildings.Clear(); Followers.Clear(); AvailableMissions.Clear(); CompletedMissionIds.Clear(); }
void OnMissionComplete() { if (curMission == null) { return; } Debug.Log(curMission.name + " completed"); AvailableMissions.Remove(curMission); CompletedMissions.Add(curMission); if (AvailableMissions.Count > 0) { curMissionIndex++; TriggerDialogue(missionDialogues[curMissionIndex]); } GetNewMission(); }
private void getAvailableMissions() { //check the persistent data folder for the available missions json if (!File.Exists(Application.persistentDataPath + availableMissionsPath)) { //file does not exist //create a new AvailableMissions object this.availableMissions = new AvailableMissions(); //save the current available missions object to storage //eventually move this to some type of saving functionality saveAvailableMissions(); } else { //file exists, load text into a string string storedString = File.ReadAllText(Application.persistentDataPath + availableMissionsPath); //deserialize and return the string into an AvailableMissions object this.availableMissions = JsonConvert.DeserializeObject <AvailableMissions>(storedString); } }